Ian Marsh and Peter Darvill-Evans

For Janet and Cherril

Previously published in Great Britain in 1991 by Doctor Who Books, an imprint of Virgin Publishing (ISBN 0426 203623) This edition published electronically as freeware in 1996 by Ian Marsh, 113 Aslett Street, Wandsworth, London SW18 2BG E-mail: Copyright © Ian Marsh and Peter Darvill-Evans 1991, 1996 Doctor Who series copyright © British Broadcasting Corporation 1963,1996 This work may be printed free of charge for personal use only. Commercial use is expressly forbidden without the consent and written agreement of the authors


The DOCTOR WHO story The DOCTOR WHO universe The Necromancers: a DOCTOR WHO short story 3 7 9


A brief history of role-playing Key concepts in role-playing Switchback: a solo DOCTOR WHO adventure 22 24 27

Basic concepts Abilities Combat Weapons Death and injury Recovery Poison Falls Suffocation and drowning 33 37 48 53 58 59 61 62 63

Who is the Doctor? Companions Aliens Villains Transport Time Lords and time travel A 500-year diary 65 71 88 106 112 114 118

How to be a referee How to invent adventures The Curse of the Cyclops: a ready-made adventure 123 136 140

Creating characters Safe combat Designer’s notes Advanced character creation Character sheet 152 154 156 159 163



TIME LORD is an unusual book. It is neither a story nor a game: it contains all the rules and information that you need to invent your own DOCTOR WHO stories and to take part in games based on them. Taking part in a story is known as role-playing and by using TIME LORD, you and your friends can play the roles of the Doctor, his companions and his enemies. You can travel through time and space and face deadly dangers on alien worlds without leaving your living room. You don’t even have to wear outlandish costumes — although you can if you want to! All you need is this book, some pencil and paper, at least two ordinary six-sided dice, a group of friends and a fertile imagination. If you want to know more about DOCTOR WHO, read Part One of this book. It contains a brief history of the television series, an explanation of the most important concepts and a short story to give the flavour of a DOCTOR WHO adventure. If you are familiar with DOCTOR WHO, you can skip Part One. If you want to know more about role-playing games, read Part Two of this book. It contains an introduction to the idea of role-playing, an explanation of the most important concepts, and a short solo game to give you some idea of what it is like to play a simple role-playing game. If you are familiar with role-playing games, you can skip Part Two. Part Three is the heart of TIME LORD: it contains all the rules that allow you to take part in a game based on a DOCTOR WHO story. Part Four is the main reference section and will be invaluable both for playing a role in a game and for creating new adventures. In Part Five there is a ready-made adventure for you and your friends to play. This part also explains how to invent new stories to continue your adventures in time and space.

Some technical terms are inevitable in a book of this nature. They will be kept to a minimum, however, and will be fully explained when first mentioned. The following terms will be used throughout TIME LORD to avoid confusion. DOCTOR WHO (the BBC television programme and the universe in which it is set) and TIME LORD (this book) will always spelled in capital letters. And what is a Time Lord? A Time Lord is a member of the ruling elite on the planet Gallifrey. The Doctor, the main character in DOCTOR WHO, is a Time Lord. Titles of books and television stories will be written in italics. For instance: Doctor Who — Survival by Rona Munro is the novel based on the DOCTOR WHO story Survival that was broadcast in 1989. Now, if you’re ready to dematerialize, we’ll take off into time and space. Ian Marsh and Peter Darvill-Evans April 1991

TIME LORD and DOCTOR WHO have had one thing in common over the past few years: both have been unavailable to fans. Behind the scenes, however, work has been progressing on new versions of both. The wider availability of the Internet and its suitability for electronic publishing has made it possible for some time to put TIME LORD on the World Wide Web. What has been lacking is a number of files from the original typescript — files that over the past few months I have been rekeying. During that time, Peter and I have arranged to have the rights to TIME LORD reverted to the authors; Peter has also very kindly allowed me to go ahead on my own and republish the book electronically so that it once again becomes available to fans of DOCTOR WHO and gamers alike. What appears here is substantially the same as the original work. The Templar Throne, however, is no longer included, and an adventure I originally wrote for Marvel’s Doctor Who Magazine — The Curse of the Cyclops — takes its place. While The Templar Throne is an excellent adventure, it is a little too complicated for a first game. There is now also a full character generation system for human companions, which joins the appendices at the back of the book. A few words of caution: the files that comprise this edition are based on the pre-edited version of the game, so there may be a few differences. If anyone spots them, it would be greatly appreciated if they could point them out. I intend to release this version of the game in several forms. The first is rather exclusive: Postscript files that can just be printed out. More ambitiously I hope to release a version that can be read on a Web browser in small chunks, which should make accessing particular points far easier. I also intend to put out Ascii, Word and WordPerfect versions, but all this will take time. Be patient. Ian Marsh Wandsworth, London, June 1996 E-mail:



Directors were able to call on a range of special effects and do a certain amount of outdoor shooting. forgetful and bad-tempered.’ explained Susan — a spaceship capable of travelling in time. Seven different actors have portrayed the Doctor. most of them young Earthlings. the strong characterizations of the leading players. modern studios at the BBC’s new Television Centre. 1969 During two and a half years. and in the second story the Doctor took his ship to the faraway planet of Skaro where he came up against the Daleks. In the last of the second Doctor’s adventures. Patrick Troughton inherited the TARDIS. but also erratically brilliant. and her grandfather. infinitely flexible TARDIS. And something of the Doctor’s origins on Gallifrey. They were introduced to Susan Foreman. The characters and monsters from DOCTOR WHO are now household names in Britain. invented a crucial element of the Doctor’s make-up: he can regenerate his body when it wears out. the Daleks and the Cybermen. The War Games . Most important of all. the Doctor has taken his TARDIS into more than a hundred and fifty adventures. an untidy and deceptively simple clown. in the role of the Doctor. but half of the First Doctor’s adventures were set in Earth’s history. Jon Pertwee. The programme was now made in large. have been temporary time-travellers with the Doctor. Scores of companions. a runaway from a civilization that had the power to control time and space and which has a strict policy of non-intervention in the universe — a policy that the Doctor abhors. He met the Daleks. 1963. The viewing figures made it clear that the right mixture of ingredients had been found: the wonderful. a schoolgirl who claimed to live in a police telephone box in a junkyard. The programme revealed that the Doctor had ‘borrowed’ his TARDIS. faced with the problem that his leading actor had to retire from the programme. In the three decades that have elapsed since that memorable November evening. As viewers huddled round their living room fires on that cold. An Unearthly Child. kind-hearted and iron-willed. The wealth of information that has been generated during almost thirty years of DOCTOR WHO stories provides a comprehensive background against which new adventures can be set. and had several confrontations with his old enemies. 1963 William Hartnell played the first Doctor as an old man: eccentric. with a succession of glamorous female companions and a penchant for gadgets and fast cars. the Master and the Rani — old enemies that the Doctor has fought again and again all over the universe — have become almost as well known as the Doctor himself. The Doctor would hop back and forth through time. allowing a new actor to take on the role. Details of the DOCTOR WHO universe will be found in Part Four of this book. the Doctor collapsed on the floor of his TARDIS and his appearance began to change. however. the home planet of the Time Lords. they had no idea that they were watching the beginning of a legend. Daleks and Cybermen. 1966 At the end of The Tenth Planet. making history exciting and accessible for a young audience. head of drama at the BBC.DOCTOR WHO — TIME LORD THE DOCTOR WHO STORY The British Broadcasting Corporation’s DOCTOR WHO is the world’s longest-running science fiction television programme. the first of the many terrifying and megalomaniac races of monsters that were to cross his path again and again. Yet they knew they were seeing something special. 3 . grey and typically British autumn evening and peered at the flickering black-and-white images on valve-powered television sets. the day after John Kennedy was assassinated in Dallas. it was revealed that the Doctor was a Time Lord. but here is a brief history of the programme to provide a context for later references. that he had little idea of how to navigate it and that it was defective anyway. had envisaged DOCTOR WHO as an educational series for children. but they are not unknown in other countries: the BBC has sold DOCTOR WHO to television stations in sixty nations all round the world. the first episode of the first DOCTOR WHO story. was dashing and debonair. science fiction themes and terrifying monsters. They were amazed to find that the police telephone box was larger inside than it was outside and that it was in fact a TARDIS — ‘It stands for time and relative dimension in space. Patrick Troughton’s Doctor met for the first time the Yeti and the Ice Warriors. was broadcast on Saturday 23 November. The DOCTOR WHO producer. and portrayed the Doctor as a cosmic hobo. science fiction ideas began to creep in. each of them adding something to the Time Lord’s complex personality. the story that introduced the Cybermen. an irascible old man known as the Doctor. has been revealed. From the very first episode. the programme was shot and broadcast in colour. Sydney Newman. 1970 After a gap of six months — an unprecedented break in the hitherto weekly output which suggested that the programme’s future had been in doubt — DOCTOR WHO returned.

but now the BBC had signed a substantial deal with Time-Life Television. 1972 The Daleks returned to the screen in Day of the Daleks after an absence of five years. The fourth Doctor’s longest-standing companion. Gallifrey. 1974 Having come up against two new races of monsters that he was destined to meet again — the Sontarans and the Sea Devils — and having been released from his exile on Earth to undergo a series of adventures in space. These stories helped the programme to impressive viewing figures: eight million British viewers now watched DOCTOR WHO. the Doctor regenerated for the fourth time. Two stories were set on the Doctor’s home planet. nor has it been so large since. the last producer of DOCTOR WHO. 4 . 1977 The longevity of DOCTOR WHO. K9. the Master. Tom Baker stepped into the role to become the fourth Doctor. Some of the third Doctor’s stories had already been shown. made his first appearance in stories that continued to fill in the Doctor’s background and provide a coherent vision of the universe through which the TARDIS travelled. and as a result the fourth Doctor’s adventures started to be broadcast nationwide. the Doctor’s robot dog. Viewing figures rose dramatically and the first of many complaints about the programme’s excessive violence were heard. Peter Davison became the fifth actor to play the Doctor. Some of the features that would characterize his decade as producer became apparent immediately: greater use of video and location shooting and a succession of well-known actors as guest stars. an evil renegade Time Lord. At the same time. and for the first time most of the audience were adults. The first DOCTOR WHO convention was held. After apparently falling to his death. but in the following year even this stupendous achievement was topped during one story. as well as a new producer and script editor. The first American convention took place. was to become a mainstay of the programme for many years. the campaign about the programme’s violence and alleged unsuitability for children reached a climax. and he had confronted the Autons and the Silurians. most of it consistent. At the end of the year. 1975 With Tom Baker’s almost dangerously exuberant portrayal of the Doctor. His body started to regenerate. DOCTOR WHO started to unleash a series of hard-hitting suspense stories. The BBC started to sell the programme to other countries.DOCTOR WHO — TIME LORD Within the third Doctor’s first year on television he had met for the first time his most implacable foe. K9 was retired. new monsters which he would meet again. and when a new season of stories began at the end of the year. The audience for DOCTOR WHO in Britain had never been so large. DOCTOR WHO was an immediate sensation and American fan clubs sprang up even more prolifically than the British clubs had. 1981 The Master returned after a long absence — and his machinations were the on-screen rationale for Tom Baker to relinquish his seven-year hold on the role of the Doctor. 1976 Viewing figures for DOCTOR WHO in Britain had exceeded fourteen million in 1975. a new producer was brought in under instructions to tone down the elements of horror in the programme. however. introduced the shadowy figure of Omega. 1979 DOCTOR WHO was launched in the United States. but in general the fourth Doctor explored new territory in original stories. the third Doctor suffered terrible wounds while defeating the Giant Spiders on Metebelis 3. 1980 John Nathan-Turner became the new and. He also joined forces with UNIT which. at the time of writing. becoming still younger in appearance. played by two actresses across sixteen stories. The Three Doctors. under its commanding officer Brigadier Lethbridge Stewart. about the Time Lords and the Doctor’s universe. a story set on the Doctor’s home planet that included guest appearances by the first two Doctors. was herself a Time Lord. the scientist who had pioneered time-travel technology. On screen. the second half of the 1970s was full of detail. More was revealed about the origins of the Daleks and there were confrontations with Cybermen and Sontarans. its recent surge of popularity. and the preponderance of teenagers and adults rather than young children in its audience led to a flowering of DOCTOR WHO fan clubs.

1989 Survival. The Five Doctors. K9 and even the Master co-operated to unmask a traitor in the High Council of Gallifrey. Peri. DOCTOR WHO returned. vainglorious genius failed to prevent a slide in the programme’s viewing figures. The final story. about his home world and its powerful inhabitants. Publisher WH Allen. but in the meantime the old stories were being successfully resurrected. set about commissioning full-length DOCTOR WHO novels while continuing to publish non-fiction DOCTOR WHO books — of which TIME LORD is one. and the on-screen chemistry between Sylvester and Sophie helped to lift DOCTOR WHO on to a new level of subtlety and mystery. having turned as many as it could of the DOCTOR WHO television scripts into short novels under its Target imprint. The programme’s ratings remained poor. now Virgin Publishing. the climax of the trial. In spite of adventures that featured old enemies such as the Daleks. The Two Doctors. Cybermen and Sontarans. was broadcast at the end of the year. As the above brief history of the programme suggests. The Doctor was on trial for his life. The programme grew from an imaginative but basically educational children’s television show into a science fiction saga packed with action and suspense and underpinned by adult themes. the programme’s long life-span is at first sight its most remarkable feature. the BBC bowed to the pressure. the last DOCTOR WHO story at the time of writing. Colin Baker became the sixth Doctor in The Caves of Androzani. The result was a worldwide campaign to save the Doctor. Daleks and Cybermen.DOCTOR WHO — TIME LORD 1982 After a nine-month gap. and earned renewed critical respect for DOCTOR WHO. 5 . pitted the Doctor against both the Master and the dark side of his own character. and Colin Baker was removed from the starring role. in which Patrick Troughton played the second Doctor for the last time. Cybermen. in which all five of the Doctor’s incarnations. 1983 DOCTOR WHO’s twentieth anniversary was marked by a special programme. the fifth Doctor’s adventures began. companions past and present. In a series of strongly plotted stories that moved away from reliance on cross-references to Gallifreyan history. the introduction of another renegade Time Lord known as the Rani. At the same time gradual revelations about the Doctor’s changing personality. Silurians and Sea Devils — and the programme-makers continued to provide incidental snippets of information about Gallifrey and time travel. DOCTOR WHO reruns proved to be one of the main attractions on the BSB satellite and cable television service. Ace rapidly became one of the most popular of the Doctor’s many companions. 1984 Peter Davison left the programme. when the Doctor sacrificed a regeneration on the planet of Androzani Minor to save the life of his companion. At the end of the year and of the first series. however. who had been poisoned with unrefined spectrox. 1987 The BBC announced that a seventh actor. the Master. the unique appeal of DOCTOR WHO is that it can be seen as one long story. the seventh Doctor encountered the Master and the Rani. 1986 After a seventeen month gap. the penultimate story of the 1984 season. at least compared with those of its heyday. Among his opponents were some old enemies — Daleks. Once again rumours abounded about the end of DOCTOR WHO. and about his relentless enemies all combined to weave an increasingly complex backcloth to the Doctor’s adventures. Sylvester McCoy. The BBC found that video cassettes of DOCTOR WHO stories — even black-and-white ones from the 1960s — were very popular and a regular schedule of video releases was started. 1990 John Nathan-Turner resigned from the post of producer and the BBC made no announcement about a successor. had been appointed to play the Doctor. the Doctor found a new companion in the streetcredible and somewhat pyromaniac form of Ace. played by Sophie Aldred. and the first three of the season’s four stories were the evidence presented by the prosecution and then by the Doctor in his own defence. The future of the programme was once again in doubt. a teenage girl from west London. Brigadier Lethbridge Stewart. After almost three decades of DOCTOR WHO. 1985 Colin Baker’s vivid portrayal of the sixth Doctor as an erratic. at the end of the 1985 season the BBC announced that DOCTOR WHO was to be taken off the air. and a special programme.

and thus create a legacy of DOCTOR WHO ‘facts’ that can be used as the background to new adventures.DOCTOR WHO — TIME LORD The flexibility of DOCTOR WHO’s original premise — a crotchety old scientist of unknown origin takes human beings from twentieth-century Earth as passengers in his seldom-controllable time machine — ensured the programme’s longevity in the fickle world of television fads. script editors and writers of the programme to build layer upon layer of detail and mystery. It also allowed successive producers. directors. 6 .

very few TARDISes are used. They provide a focus for his general concern for the well-being of the universe. A Time Lord can therefore live for thousands of years. is usually manned by only one Time Lord because Time Lords are solitary by nature. in effect. 7 . and when it eventually wears out it regenerates into a new form. also ‘borrowed’ a TARDIS to escape from Gallifrey. Although its physical manifestation is usually small. gives the Time Lords a feeling of detachment from mere mortals. The Doctor’s TARDIS is also in need of an overhaul: hardly any of its circuits work properly and the chameleon circuit. there followed an even more golden age of technological progress. particularly that of humans. and it can adapt its appearance to blend in with the surroundings in which it materializes. these explanations of a few central themes will help you to understand references in TIME LORD. it can expand its interior to any size. And because Time Lords have little interest in the universe. coupled with scientific knowledge. Their simple-mindedness. has broken completely: the Doctor’s TARDIS is stuck in the shape of a blue police telephone box of the sort that used to be a common sight on London’s street corners a few decades ago. Some of these renegade Time Lords leave the Citadel and opt for a hermit’s life in the wilds of Gallifrey. A TARDIS is a Time Lord’s time and space machine and represents the summit of Gallifreyan technology. The Time Lord known as the Doctor. Companions Time Lords are solitary. At about the same time Gallifreyan society began to split into two and the educated. Gallifrey Gallifrey is a planet in the same spiral galaxy as our own — the galaxy that we call the Milky Way. It is. Rassilon and Omega. In his travels he has met and befriended hundreds of beings. who are threatened throughout their history by alien invaders and by the results of their own waywardness. erratic and mysterious of them all. Time Lords live and work in a highly formalized society in the Citadel on Gallifrey. fear and innocence often lead them into danger. with computing power so great that it can decipher the whole of the past. The Doctor’s companions are usually confused by their adventures and have no hope of understanding the technology that the Doctor uses. standing for Time And Relative Dimension In Space. perhaps the most brilliant. an artificial universe of potentially infinite size. and sometimes he invites one or two of them to accompany him in his TARDIS. A Time Lord’s life span is much longer than that of an ordinary Gallifreyan or human: his body has tremendous powers of recovery and is very long-lasting. Time Lords As if the development of interstellar travel was not achievement enough for Gallifreyan civilization. evolved intelligence and developed civilization way before anyone else in the galaxy: the Doctor once said that they achieved space flight while humans were still living in caves. humanoid and otherwise. a few of them find the place intolerably dull. but he has made it his mission to protect the weak and combat evil throughout the universe. Their courage and ingenuity. (‘It’s bigger on the inside than it is on the outside!’ is the usual amazed reaction of anyone other than a Time Lord when first entering a TARDIS. It has the power to materialize a part of its physical structure anywhere in space and time.) Each TARDIS.DOCTOR WHO — TIME LORD THE DOCTOR WHO UNIVERSE If DOCTOR WHO is unfamiliar to you. usually a young human. set off into time and space to carve out empires of their own. an obsolete model which has a number of interesting features that are missing on more recent versions. albeit an artificial and alien one. He has developed a particular affection for the unpredictable inhabitants of the planet Earth. The Doctor Although most Time Lords are content to while away their long lives in the formal splendour of the Citadel on Gallifrey. are often very helpful to the Doctor and he seems to find his companions invigorating and amusing. driven by ambition and hatred. He is hardly ever without at least one companion. which allows the TARDIS to change its appearance. and pay little attention to the rest of the planet or the rest of the universe. however. however. but the Doctor enjoys company. perfected the techniques of time travel and created the time machines known as TARDISes. They called themselves Time Lords. Not surprisingly each TARDIS is an intelligence. Two scientists. The Doctor’s TARDIS is a Type 40. TARDIS The letters TARDIS are an acronym. This longevity. a species that resembles human beings in physical appearance. others. present and future of our own universe. thus complicating the Doctor’s plans and often jeopardizing their success. The Gallifreyans. time-travelling elite minority became almost a distinct race.

each new body he inhabits seems to have its own quirks. each of them representing the Doctor after a regeneration. Although many elements of the Doctor’s character remain fixed. allies and even as his opponents. as his companions. William Hartnell was the actor who originally played the part of the Doctor.DOCTOR WHO — TIME LORD More than a hundred and fifty of the Doctor’s adventures have been broadcast on television since DOCTOR WHO first appeared in 1963. 8 . the second Doctor and so on. TIME LORD allows you to create new DOCTOR WHO adventures and explains how you and your friends can take part in them — as one of the regenerations of the Doctor. the various Doctors are identified by referring to them as the first Doctor. and six other actors (so far) have taken on the role.

When every face at the table was turned expectantly towards him. The gracious acknowledgement of compliments was second nature to her and Kereban’s little speech would not divert her attention from the business of managing a successful social occasion. ‘Not to independence. my fellow senator. Marna Grard’s giggle broke the silence. bearded face. Terellion steeled herself to interrupt. CHAPTER ONE: A GHOST IN THE MACHINE Senator Kereban Tod tapped the rim of his glass with his dessert spoon and waited for the hubbub of conversation to subside. extending a slim hand across the table.’ Olberan glanced at Kereban before transferring his gaze to Terellion. How annoying. Therefore we have decided to print only the first chapter of The Necromancers .’ Terellion gave him one her most encouraging smiles. Kereban looked at her for a moment.’ Terellion allowed none of her annoyance to show in her expression. He smiled again and turned to the woman beside him. Olberan was sitting opposite her with a scowl on his dark. ‘Not much time for jet-setters. The senator was flirting with her. it is not possible to print the whole story: if it were printed here in full it would take up most of the book and there would be no space left for the rules of the TIME LORD game. ‘And anyway we can’t drink a toast. Even her own non-aligned faction was treated with suspicion in parliament and with abuse in the holovids. gifted. The date was wrong. Another one of the things we have to thank Hortan Velid for!’ Terellion heard Kereban’s muttered curse. fingering the string of lustrous green gems at her throat. Teri. Terellion smiled prettily and lowered her face. moving her feet out of range. crimson lips. but watched her guests from beneath her long eyelashes. ‘What’s the matter. she realized with the intuition of a practised hostess that her guests seemed nervous too. sighed and shook his head. tone and content of a DOCTOR WHO story to readers who are unfamiliar with the television programme. however. deeply lined face. The conversation dwindled into silence as the drinks were poured. and provider of dinner parties that are havens of serenity in these troubled times.’ Kereban said to Terellion in a whisper that she suspected he knew was too loud to be discreet.’ she called out. She should have held the gathering in the upper hall. She was almost taken aback by the directness and brilliance of his blue eyes. Marna was chattering relentlessly to a goldfleece farmer with glazed eyes. intimate occasion when a buffet would have been better. Olberan my dear?’ she said. Marna’s eyes. she knew that. anyway: 9 .’ he announced.’ he said. ‘because my glass is empty!’ ‘She’s been sinking neat nirvana all evening. and she was rather proud that she was once again setting a trend — this time by daring to introduce a distinguished opposition statesman as the guest of honour at one of her soirees. he was keeping them to himself. She turned away from him. on the other hand. surely. ‘You’re not going to tell us you’re an eleventh-hour convert to the Velid persuasion?’ She giggled again. She blamed herself for inviting disparate people to such a formal. adding that he should dilute Marna’s nirvana with as much naranja juice as he could fit into her glass. Terellion felt uneasy. ‘I propose a toast. ‘I propose a toast to our hostess. ‘It’s starjade.’ Marna was babbling heedlessly. and she hadn’t the heart to discourage him: his party had lost its traditional hold on power and these days it was distinctly unfashionable to consort with opponents of independence. Other guests.’ There were murmurs of agreement. And wherever did you find that gorgeous necklace?’ Marna looked round in confusion.’ he said. If he had. it is intended to give some idea of the structure. were brilliant and her pupils hugely dilated. a mischievous smile flitted across his impassive. Teri. and considered what she should do about Marna Grard. irresistible and yet elusive. ‘I expect you find us very boring and provincial compared with the jet-setters and the wheeler-dealers on the Core Worlds.’ Marna carolled defiantly. she thought: Olberan was one of the few New Starhomers to carve out a career off-world and she had hoped that he would have returned to the planet with a repertoire of fascinating tales. this is followed by a synopsis of the rest of the story and notes that point out some of the characteristic features of a DOCTOR WHO adventure. For the third time that evening Kereban’s foot touched hers. Kereban darling?’ she said. and finally focused on Terellion. ‘How interesting!’ she said.DOCTOR WHO — TIME LORD THE NECROMANCERS This is a fairly typical example of a DOCTOR WHO adventure. ‘Marna. because everyone’s mind was on independence. ‘More of that delicious nirvana cocktail please. She beckoned her manservant to her side and told him to refill the guests’ glasses. ‘Didn’t hang about at the Core. ‘don’t forget we’re about to have a toast. more at home on the Rim. of course!’ she exclaimed. merited her attention now. She knew that hers was the first dinner invitation that Kereban had received for weeks. ‘Don’t tell me you’re not wearing yours. too. raised her glass and tipped its contents between her wide. ‘No. ‘and go easy on the fruit juice. Terellion Pang: beautiful. Unfortunately.

things hadn’t gone too badly. at least. It was a waste of time. She paused only briefly: she was accustomed to the strange powers of the TARDIS. she glowered at her reflection as she inexpertly applied the make-up. Marna pointed to the door and screamed. she pinned it to one side so that it fell in a curtain concealing half of her open. because Ace couldn’t be bothered to prowl the corridors looking for the TARDIS’s laboratories every time she wanted to brew up fresh supplies of explosives. ‘Sebaran. The bed was the least noticeable thing in Ace’s room. ‘Oh my god. and wasn’t a kid any more. Ace had wandered in and had been meandering for hours through a labyrinth whose walls were racks of costumes. she told herself. He’s supposed to be a Time Lord. books. A large part of the room was occupied by benches covered with chemistry apparatus. but when she had tried it on she had decided it made her look like a refugee from a low-budget science-fiction television show. Kereban rose to his feet and lifted his glass. his crumpled jacket. after all. she picked up her latest toy. although she couldn’t be bothered with it most of the time. Ace wasn’t exactly sure how old she was anyway: it was a long time since she’d blown herself up in Perivale and found herself on Iceworld. She pulled her shoulder-length brown hair into a pony tail. as she had expected. and went to find the Doctor. She stood in front of a full-length mirror and experimented with hair styles.’ she told her reflection. Marna was having some kind of seizure and everyone was on their feet and yelling incoherently. ‘Terellion!’ ‘Terellion!’ the other guests shouted. The meal was over and she would understand if the guests started to make their excuses soon. She was growing up. ‘Ladies and gentlemen. pale panama hat and question-mark-handled umbrella hung on the coat stand. an old buffer who should be looking after his prize roses and tending his orchard. ‘If the Professor won’t tell me where we’re going. Anyway. but had abandoned it because she thought the Doctor wouldn’t approve. sat on it and ransacked the drawers in front of her. square-jawed face. how am I supposed to find anything to wear? I’m off. partly because it was concealed under a pile of discarded clothes. it’s Sebaran! He’s come back to me!’ Marna shrieked. The Doctor didn’t look up as she came in: he had his index finger to his lips and was lost in thought. A one-piece jump suit of silvery material had attracted her at first. blew herself a kiss and grimaced laughingly. She pulled on her favourite jacket. staring wide-eyed at the guests. She thought she looked young without a bit of make-up. ‘Sebaran! Can’t you see him? Look! He’s coming in! Sebaran!’ Kereban leant towards Terellion. with its tapestries and dim candelabra. but then again you never who you might bump into when you stepped out of the TARDIS. And who the blazes is Sebaran?’ Terellion was concerned about Marna. She would know better next time and.’ *** Wear something suitable. the black satin one with badges all over it and Ace embroidered in big red letters across the back. He was in the control room.’ she said to Kereban. electrical components and audio cassettes. Terellion instructed the manservant to call an ambulance.’ he said. he might land the TARDIS somewhere as cold as Iceworld.’ She turned.DOCTOR WHO — TIME LORD this little dining room. The brief ensuing silence was shattered by the sound of breaking glass. standing next to the central console and gazing at the time rotor as it rhythmically rose and fell. He died six months ago. Ace thought as she tried to pick a good time to interrupt his reverie. complete with a wickedly sharp hunting knife in a leather sheath.’ he said. lipstick and green eye shadow. It might be a scaly alien with tentacles or a bit of all right like that Robin Hood on the telly. anyway. She managed to find mascara. She had tried on a gown from eighteenth-century France. but had decided that the crinoline might get in the way if she needed to move fast. perhaps — on the inside than it looked from the outside and it played the same sort of tricks with time. the Doctor had said. so why can’t he look a bit more lordly? He looks likes a gormless gardener. 10 . She had found a daring little bikini made of animal skins. strode through the nearest doorway and found herself back in her bedroom. west London. was too gloomy. ‘I’ve had about enough of this. The whole point of the TARDIS was that it transcended the dimensions of space and time. But she felt older and she thought she looked a bit older: perhaps she was eighteen or nineteen. she stuffed a couple of cans of nitro-nine and a Jazz Messengers tape into a black rucksack that she slung over her shoulder. Jason Connery’s clean-cut portrayal of the mythical outlaw lingered in Ace’s memory: it was one of the last television programmes she’d seen when she lived in Perivale. He had made a slight adjustment to the interior structure of the TARDIS so that Ace’s room was now connected to a walk-in wardrobe. ‘was Marna’s husband. she piled it on top of her head. She dragged a stool from a workbench to her dressing table. Terellion looked where she was pointing but could see only the dark doorway. And she couldn’t understand why she had thought the gronkey would be a talking-point: the animal had sat motionless on its perch throughout the dinner. but pleased that her party would be remembered as eventful. She pouted her full lips. ‘What’s she staring at? I can’t see anything. the planet on which he had found her. an autofocus zoom camera. ‘Sebaran!’ she shrieked. it was bigger — infinitely bigger. ‘Too much nirvana.

’ Ace could feel herself blushing. The first time she had set out from the control room with a rucksack full of provisions. Ace. Professor? Better than the usual gear. ‘New Starhome it is! Shall we take a stroll?’ *** The intelligence was suffocating. travelling through time and space with an alien who looked like a funny little man. Time Lord or gardener. determination in the jut of his chin. because the TARDIS’s corridors were well equipped with food dispensers.’ ‘Sorry. The trauma had almost finished it: the intelligence had been unprepared for such swirling. And I rather like the idea of being seen as a gardener — it’s an appropriate analogy in a way. ‘Most people are happiest in their own era.’ Ace said. ‘The TARDIS materialized like this when I landed on Earth. ‘How about —’ he ran his finger down a flickering display ‘— New Starhome?’ ‘Is that where we’re going?’ Ace asked sceptically. ‘We’ve landed. the others who were also intelligences but were unlike. ‘You what?’ ‘Beauty of Bath. ‘Er.’ the Doctor would say in exasperation. ‘Oh no. Ace never ceased to wonder at herself. ‘Well I’m not. She spread her arms and pirouetted to draw the Doctor’s attention to the clothes she was wearing: exactly the same kind of clothes as the Doctor had seen her wearing hundreds of times before. are we? I can’t stand much more of the late twentieth century. The intelligence had little concept of any emotion yet the thoughts of the others consisted of almost nothing but pain. Her conclusion was: the TARDIS was mega-huge and there wasn’t much point in wasting any more time exploring because the Doctor could rearrange it anyway. None the less it had tried to make contact. At first it had been alone. and laughter in the crow’s feet next to them. ‘You what?’ A sudden thought occurred to her. He straightened with a grin. but then again. ‘A very good choice of garments. Professor.’ The Doctor’s smile broadened. it did so in the unassuming shape.’ the Doctor said.’ Ace let her arms fall to her sides. *** On a couple of occasions Ace had tried to map the interior of the TARDIS. she rarely ceased to enjoy it. or had been woken. The intelligence feared that it had been asleep for a very long time. ‘You must be able to remember police telephone boxes.DOCTOR WHO — TIME LORD ‘Beauty of Bath. the time rotor subsided and remained still. then. but then the others had started to arrive. anguish and desolation. I’m not setting foot outside the TARDIS. scratched his head and then raised his eyebrows. all right? Anywhere else is better — and stop looking so pleased with yourself. It was drowning. Doctor. She hadn’t used many of the cards: she had given up when she started limping. I didn’t mean to. the intelligence was suffocating. And if we land anywhere near sodding Perivale. alien.’ said the Doctor. they just sort of crept in while I wasn’t thinking of anything else. it would have thought itself in hell. but she had taken a portable computer with graphics software and enough memory cards to store the architectural plans of every building in London.’ After a final laboured surge. Ace. OK?’ The Doctor looked smug. His face contained his character: intelligence and cunning in the sharp blue eyes. The intelligence knew immediately than the others were unlike itself. On her next attempt she had dispensed with the provisions.’ Ace smiled and shook her head. he was uniquely the Doctor. He turned to look at the console. I thought the whole point 11 . however. yes.’ the Doctor said gravely. dark blue box surmounted by a flashing blue light.’ he began. It ripens early and has a fine ruddy colouring. ‘What do you reckon on this clobber then. It had been asleep. touched a few buttons. So she could never quite become accustomed to the fact that when the TARDIS materialized in physical form. In themselves. If the intelligence had any conception of an afterlife. eh?’ ‘Eminently suitable. Ace. Ace. We’re not going to Earth again.’ said the Doctor. The others continued to arrive. but for how long it did not know. which had been terrifying enough. overwhelmed by the others. Now it had woken. checking the controls again. disordered thoughts.’ ‘Like I keep telling you. concern and responsibility in the furrows across his forehead and alongside his mouth. ‘I think so. size and appearance of a police telephone box: a rectangular. weren’t they? Anyway. they were before my time. one of my favourite apples. The intelligence mentally curled itself into a ball and crept into a corner. How much of her thoughts had he read? ‘Don’t do that!’ she said crossly. it was their contents that were unbearable. ‘It’s rude to listen in. a pencil and a pad of graph paper: she had turned back when she had run out of paper. the thoughts were little more than an irritation. ‘Yes. fear. frowned.

It was humanoid and stood upright. A small figure was standing in the shadows beneath a pillared portico. ‘If you like. ‘The chameleon circuit is a very sophisticated piece of technology. ‘Where to. meanwhile. but whose future. that was it..’ the Doctor would say.DOCTOR WHO — TIME LORD of this materialization business was that the TARDIS blended in with its surroundings?’ ‘Quite right.’ ‘More like a green panda. that bloke grinning down at us from all those posters looks like an ordinary human. ‘but in essence you’re near enough. if you ask me. isn’t it?’ ‘All right. in the centre of the square. Don’t they know about spray paint? Guy I used to know could autograph this lot in half a minute.’ she said. 12 . isn’t it?’ ‘New Starhome. We’ve got to go.. But was it before or after this. ‘He’s chained up like an animal. The gronkey didn’t so much as twitch as the shutter clicked. Doctor?’ she said. that’s the question. standing back to view the TARDIS against the white.’ ‘I might have guessed you’d get lumbered with a prototype. It’s not Earth. it’s like you said. middle-aged man. was peering from side to side and lost in thought. Gronkeys. They’re taking a bit of a chance with all these white walls. ‘What do you make of the place. I suppose it’s because they look like green monkeys. I’ll get round to mending it one of these days. Doctor?’ Ace whispered when they stopped an arm’s length from the creature. which way?’ Shaking her head. ‘Professor! Oi. Professor. pillared terraces. squinting at it through the viewfinder of her camera. Ace turned and closed the door. but Ace could see as she followed the Doctor’s cautious approach to the portico that the creature was covered with a dark.’ she said. The square was paved with pale marbled flagstones and the surrounding buildings were faced with dazzlingly white plaster. The Type 40 TARDIS was the first in which it was fitted. I suppose. Street art. The Doctor. anyway?’ he said. And?’ Ace looked up at the sky.’ ‘Very good. I never seem to have the time. He doesn’t know which way to go. Ace. she thought. ‘You can tell by the shape of the doors. of course. does it? Everywhere we go the TARDIS sticks out like a Dalek at a peace conference. But she could never resist a challenge. Each showed an identical image: the smiling face of chubby. ‘Don’t dawdle.’ ‘Does it matter?’ ‘I rather think it might. Ace poked her head round the exterior door and saw that this time the battered blue box had landed in more congenial surroundings than was often the case. He was staring angrily at the chain that connected the gronkey’s collar to the circular handle of the door. I wonder?’ ‘Earth’s future.’ He stared into the gronkey’s deep unblinking eyes until Ace nudged him. Ace thought. At other times she thought that he’d become accustomed to the police box shape and enjoyed the consternation his craft caused wherever and whenever it appeared. It was turquoise. ‘Mmm?’ The Doctor looked at her. ‘What is it. If you’re into neo-classicism. or similar. No one had been surprised to see the TARDIS appear: the square was deserted.’ he said. hooked the handle of his umbrella through the strap of her rucksack and pulled her stumbling out of the TARDIS. It doesn’t work.’ the Doctor muttered.’ ‘I wonder. Ace. yes.’ Ace said.’ ‘I hesitate to apply such gross simplifications to a complex transdimensional concept. ‘Why doesn’t it say anything?’ The Doctor didn’t reply. Ace. as if they had never had this conversation before. it’s called. I remember meeting one of these before. glossy pelt that seemed to shimmer with shades of emerald and aquamarine. are you sure the natives are human? What about that chap under the arches?’ The Doctor’s gaze followed Ace’s pointing finger.’ The Doctor winced. Ace. The Doctor swept past Ace. ‘There you are at last. Look at these buildings.’ the Doctor said. Two wide avenues and several narrow alleys led from the square. ‘Come along.’ the Doctor said in a tight voice. Ace.’ Sometimes Ace suspected that the Doctor didn’t have the first idea how to fix the chameleon circuit. ‘Well.’ What I like has nothing to do with it. ‘He’s being kept as a pet. Interesting architecture. but I’ll bet he pretends he’s just admiring the town planning. which the Doctor had left open. coming to stand beside him. Anyway. ‘Are we playing another guessing game?’ she said. I seem to recall. There was a slang name for them. had found the first sign of life. ‘You know. and as it’s called New Starhome it must be a space colony. So we must be in the future. The TARDIS had materialized at the corner of a courtyard. ‘The inhabitants are human. New Star-something.’ ‘A minor malfunction.’ ‘A bit of a chance?’ ‘Yeah. ‘It looks intelligent. ‘It’s a bit of a blot on the landscape.’ The Doctor stroked his chin as he peered up at the giant pictures that stood on the rooftops. With no sign of fear its huge black eyes watched the time-travellers approach.

and the words that went with the things. Hortan Velid’s home town. good morning. the intelligence plucked recognition of the things in the visions. 13 . too. a green sash was looped over one shoulder. living things. ‘Great shot for our viewers back home. The intelligence would have liked to interrogate the others to acquire more information about the things in its hallucinations. it would have struggled against the hallucinations.’ he said. the intelligence had assumed that it was going insane. But the machines no longer functioned and no input was possible. recoiled from the intelligence. We had hoped that we would have the honour. ‘This.’ *** When the visions had started. and he noticed her camera. but the thoughts of the others were incoherent. ah. ‘Now I really must get along. He is a great man. The intelligence knew that the others recognized the things as having life.’ The Doctor had been making a few deductions. ‘We’re not teasing it. Ace hurried to catch up. his voice shaking with emotion. glancing at the sky. I don’t want to miss the signing. raised his hat and strode towards the man.’ Ace glanced up at the clear turquoise sky and froze. Listen... ‘So today is Independence Day?’ he asked. ‘Earth technology. he showed no sign of interrupting his progress. Don’t worry. ‘Of course! You’re a reporter.’ Happid said. The other was speaking and. too.’ The Doctor leant forward and tapped the camera. Green. Ace turned to see a middle-aged man hurrying across the square. He was wearing a white tunic and white trousers that together had a faintly military look.’ he said. it would have drawn on the brood’s strength to drive out the madness. but the ceremony had to be held in Central City. even though some were green and remained stationary whereas others moved and were sometimes other colours. architect of our independence. But it was surrounded by the others.’ Happid said. isn’t it?’ ‘Er. old chap. Suddenly it was aware of another: another whose thoughts were not chaotic. another who was full of confidence rather than fear. It had no vocabulary to describe the things that appeared. my dear. The visions were like the input that the intelligence used to receive from the machines. although the intelligence somehow knew that the message was not intended for it. ‘Is the ceremony taking place here?’ ‘Unfortunately not. the Doctor looked round. From Earth.’ ‘Quite all right.. You’ve come a very long way to holovid our celebrations. the visions.’ she hissed. The intelligence had understood very little of what it saw in its visions. the other was saying. ‘Good. The others. ‘I must apologize for my young friend’s abrupt tone.’ Ace lifted the camera and snapped Happid and his placard. drowning in a storm of the others’ terror and agony and hopelessness. Even if it had been alone. young lady. Who’s the bloke in the picture?’ Yorovan Happid was shocked. all right?’ The Doctor smiled. eh?’ He gazed at Ace in awe. the hallucinations offered some respite from the relentless torture. warmth. ‘You’ve come to the wrong place.’ the man said. ‘I didn’t realize one of you was. I mean I didn’t see that the young lady was with her er. ‘this is Hortan Velid: our governor and leader.. It was green. ‘Celebrations? I thought you were off to a demo. it had retreated into its hallucinations. disorganized and so full of pain that the intelligence recoiled as soon as it made contact. some of them moving: the intelligence was adrift in a vision it no longer tried to understand. are we. This is the town of Pax. endless green.’ the Doctor said. you can hear the crowd cheering. *** ‘You young people! Stop teasing that gronkey!’ The voice was perfunctory rather than angry. Having reprimanded Ace and the Doctor. She clutched the Doctor’s arm.’ ‘Doctor.’ Ace continued. ‘And my assistant’s name is Ace. creator of our planet’s destiny. The intelligence had come to realize that its probings increased the fear of the others. Ace was incensed: she hated being wrongly accused.’ Ace still didn’t like him. were hallucinations. ‘Oi. He held up the placard and stood to attention with the poster’s genial face next to his own. unless we hurry along. mate. Among the green there were smaller things. The man stopped. The most permanent thing in the hallucinations was known to the others as a colour. Under his arm he was carrying a placard on which was a smaller version of the posters that overlooked the square.’ she said. Professor. If the intelligence had been one with its brood-fellows. it understood the meaning. Pleased to meet you. therefore. quite amazing. She’s from Earth. From the tempests of anguished emotion that were the thoughts of the others. ‘Footsteps: someone’s coming. ‘We’re just having a look.’ the Doctor said. Everyone will see it on live hologram transmission — everyone except us.’ the man said. mate!’ she yelled.’ ‘Happid. You’ve been misinformed. ‘Remarkable how they’ve managed to miniaturize these holovid recorders. ‘Yorovan Happid. ‘Thanks. we’ll get you out of this.DOCTOR WHO — TIME LORD ‘Snap out of it.

give Marna the shot. ‘Not many as good-looking as you on the Rim worlds. She was surprised to find that she felt disappointed. ‘but they’re not aimed at us.’ Happid shouted over his shoulder as he bustled away to the edge of the square.’ he repeated doggedly.’ Terellion said. Sendet held up the hypodermic plastigraft. that’s all. He lowered his hands. who smiled weakly. Terellion had done everything she could to avoid a scandal: she had had Marna driven to the hospital in one of her own limousines and she had booked the most expensive suite of rooms for Marna’s sole use. Terellion’s smile widened. I think this woman saw something last night and I’m going to find out what’s going on. And he was making a scene. She fluttered her eyelashes. ‘They could be.’ ‘If it’s so mild. ‘You keep your damned drugs away from me. ‘She’d be all right if only you’d let her wake up. Doc.’ ‘You might find that those last two statements don’t necessarily go together. As soon as Terellion stopped struggling.’ she said. ‘If she woke now.’ Terellion smiled encouragingly. she didn’t entirely trust him.’ Happid boasted. ‘Marna looks so peaceful already.’ The Doctor seemed almost disappointed. a ploy which she usually found effective. ‘Now that is interesting. They’re on a trajectory for space.’ ‘So where shall we go?’ ‘Well. dragging herself from Olberan’s gaze. ‘I just want to talk to her. Tell him you trust me. Tomorrow we’ll be free. Nobody’s going to get in my way!’ Sendet and the nurse launched into a stumbling explanation of the effects of shock.’ It was true that Terellion had known Doctor Sendet for years. she would still be in shock. ‘There’s been so little bad news lately.’ ‘That’ll be the Federation fleet. ‘She’s coming round.DOCTOR WHO — TIME LORD ‘Doctor! Over there! Vapour trails! Are they missiles?’ The Doctor studied the fine parallel lines that streaked the sky. ‘Can’t you talk some sense into him.’ Doctor Sendet sighed and drew his hand across his lean face. Olberan had insisted on visiting the poor deranged woman. Barnan?’ she said. He’ll do what’s best for Marna. It’s one of the terms of the treaty. somewhat half-heartedly. We’ll have our own police force. ‘Come on. when he had seemed eager to put her under a general anaesthetic for reasons that she had assumed were unprofessional. ‘Is this really necessary. who stopped him.’ Sendet whispered.’ the Doctor murmured. Ace began to feel uncomfortable. ‘It’s all right. ‘A mild tranquillizer. Olberan. ‘Doctor Sendet’s an old acquaintance. ‘I heard that!’ Olberan roared. ‘But I assume everything’s been peaceful and orderly so far?’ ‘Peaceful? Better than just peaceful. She rested her hand on his brawny arm and looked up into his glittering blue eyes. the holovids have been reporting stories about people seeing ghosts!’ ‘Ghosts!’ the Doctor mused. ‘You brute!’ she said. ‘It’s just twenty-five milligrams of noctidrine. his left hand was curled into a fist and in his right he was wielding a scalpel.’ Sendet tutted impatiently and indicated the moving line on the screen above Marna’s head. or part of it at least. are we going to watch this independence ceremony?’ ‘I never find flag-waving as uplifting as it’s cracked up to be.’ Happid said. Terellion? Tell him you’ve known me for years. the symptoms of hysteria 14 . why’s she been out all night?’ Olberan demanded. stepping forward and then leaning back to avoid Olberan’s scalpel lunge. Don’t come near her with any more of that stuff. I’m not pickled in nirvana and I don’t believe in ghosts. ‘Go on. bearded friend could do with a shot of this stuff.’ Terellion nodded.’ Sendet lifted his eyes to the ceiling in despair. ‘No trouble of any kind?’ he pleaded. None the less. ‘New Starhome’s the most contented planet you could wish for.’ he said. ‘The electromagnetic pattern is still very erratic. it’s OK with me too. on this morning of all mornings. ‘Perhaps your big. where would you go if you’d just seen a ghost?’ *** Olberan was being difficult. Olberan released her. ‘That thing’s giving me the creeps. Olberan seemed mesmerized by her eyes. The nurse exchanged a long-suffering glance with Terellion.’ Doctor Sendet advanced hesitantly and this time it was Terellion.’ The gronkey was still staring fixedly at the Doctor. he was the senior consultant in the second-largest hospital on New Starhome.’ Olberan said with a grin. Ace. Doctor. He had positioned his powerful body in front of Marna’s bed. Sendet applied the plastigraft pad to the sleeping woman’s arm and almost immediately the line on the screen became less jagged as Marna’s breathing deepened. Now. ‘None whatsoever.’ he said. If Senator Terellion says it’s OK. But since the last time she had consulted him.’ he explained. then turned into an O of surprise as the burly off-worlder pulled her close and kissed her. ‘All the Federation ships will be gone by midnight.

’ ‘So can some of the cholinesterase blockers. Who’s the patient?’ Terellion mechanically shook the young woman’s hand. Sendet ran from the room. Doctor?’ Terellion said. She frowned. I’m Ace.’ Olberan growled.’ the young woman said. ‘You mean. ‘Twenty-five milligrams. ‘She had a skinful of nirvana last night. Olberan merely glowered at them. extending her hand. Who’s the patient?’ Sendet was the first to speak. pushed the drawer into the wall.’ the Doctor said.’ he said. and saw the ghost of her husband.. along with the machinery and screens arranged around the bed-head.’ ‘Is it?’ the Doctor said.. ‘It’s noctidrine. ‘That’s what I call an air-bed. Olberan.’ Terellion shivered as the Doctor’s eyes swept the room and came to rest on Sendet.. ‘Shouldn’t we follow him. ‘The question is. The room was a morgue. ‘You wouldn’t get one of them on the National Health.’ the Doctor replied. his lip curled disdainfully. 15 . Terellion fought back her tears and an urge to smooth Olberan’s furrowed brow. Doctor: that was no pink elephant she saw. ‘Doctor Sendet to intensive care immediately please!’ Without a word. deep drawers.’ he said. ‘Would you mind explaining yourselves?’ ‘Sorry. Ace?’ *** In the basement of the hospital. Sendet stared at the screen and swore. imprisoning the black radiance within.’ The Doctor shook his head slowly. however. An oddly dressed but alert little man and a tough-looking young woman in a black jacket had joined the group and were avidly listening to Sendet and the nurse.DOCTOR WHO — TIME LORD and the impossibility of ghosts. One of the drawers lay open: inside it was a still figure covered with a grey sheet. ‘Intensive care!’ he barked. ‘She’s sedated?’ the Doctor asked.’ The Doctor and Ace shook his out-thrust hand. floated free of the wall and the nurse propelled the entire complex towards the doorway with one hand. Terellion found herself favourably comparing the big off-worlder’s commanding silence with Sendet’s oleaginous appearance and verbosity. ‘She’s had a traumatic shock. ‘I’m the Doctor. will anyone see her ghost?’ Terellion gasped.’ he spluttered. The little man raised his hat. After all these years of civilization.? There have been rumours. Report back as soon as you see any change. Well. Terellion stared at them. ‘I’m Senator Terellion Pang.’ Sendet smiled nervously as the nurse flicked up two switches at the foot of the bed. its walls lined from floor to ceiling with wide. ‘Take this patient to IC and administer a slow drip of eserine compound. Don’t you think you should do something about this?’ He pointed to the screen above Marna’s head. nirvana can be a dangerous substance. you’re the doctor. ‘and. ‘An acetyl choline replicant in a slow-release base. that’s all. He frowned. ‘Oh yes. ‘This is the Doctor. Terellion was about to step in to prevent an argument when the device on Sendet’s wrist began to bleep alarmingly. Get a berth ready immediately. He pressed a button on a pad strapped to his wrist and lifted the device to his lips. But I was there. it sent her crazy. Olberan burst out laughing. ‘Marna’s going to be all right.’ Ace said. He saw the plastigraft pad and sniffed it.’ Ace said. Who’s the patient?’ Terellion decided it was time to exert some control. Whatever it was. ‘The patient is Marna Grard. isn’t she. Terellion thought. senator. ‘Do you mean she’s dead?’ Olberan snarled. ‘Perhaps.’ Sendet said firmly. ‘This is Doctor Sendet. when neither of the two visitors appeared to recognize her name.’ Sendet stammered. mate. trembling with the cold. ‘Kindly explain yourselves. uninvited and unannounced. Sendet gave him a filthy look. ‘It was too late before we arrived here. ‘I see. I’m sending a patient now!’ He turned to the nurse. The gloom in the long chamber lightened a little. isn’t it. Doctor?’ Terellion said.’ the Doctor and Sendet said in unison.’ he said. by the way. The doors opened silently as the bed approached. I’m Olberan. This is much more interesting than flag-waving. and five pairs of eyes watched until the doors had closed again and Marna had floated out of sight. ‘I’m the doctor.’ the Doctor added. unless I’m mistaken.. The bed. ‘Doctor Sendet! Doctor Sendet! Emergency!’ the tiny loudspeaker screeched. ‘I rather think Marna could do with a second opinion. ‘Possibly very wise. ‘Sendet’s been giving her shots all night. ‘It’s too late. unsteady hands pushed together the two halves of a metal sphere.’ ‘Hi.’ ‘I think it’s time we had a talk. ‘but he is the Doctor. Nirvana can do that to you. He pressed a button.’ The Doctor glared at her.’ Olberan clenched his fists. I’m beginning to fancy a bit of rough trade! Terellion was the first to notice that visitors had arrived. the nurse and finally Sendet turned to follow her gaze. touching his fingertips to Marna’s temples. in the quantities Marna was taking. The flickering line was almost flat. ‘Hallo. The hands. Appearances can be deceptive.’ she announced.

has been found to give off dangerous radiation: he bans it and claims that certain senators knew about the danger but had hushed it up. Sendet visits her. The Doctor’s reassurances are interrupted by the arrival of a squad of Starhome Guards. Terellion is in a featureless cell. Velid declares that the malefactors will be brought to justice. The Doctor and Ace accept Olberan’s invitation to stay the night in the house he has rented. disturbed by the holovid news. The servants say that she has been arrested. Sendet gloats about her defencelessness and then places a metal globe above her head. Terellion invites the Doctor to her palatial home. whose name was Sendet. He doubts whether anything interesting or worthwhile could come from the North Continent. he invests his own paramilitary organization. Terellion agrees to go quietly. they are carrying weapons. The guards. the Starhome Guard. which Ace foils.DOCTOR WHO — TIME LORD ‘Another guest in the hotel. who wheel in the lifeless body of the Doctor. The crowd acclaims his decisions. And now that they are the planet’s official police force. He is about to open it when he is interrupted by a squad of guards. Almost as afterthoughts. however. seem unnaturally strong: they smash their way through locked doors with ease.’ There was something hysterical about the nervous laughter that followed. Starjade. The Doctor seems particularly interested in gronkeys and starjade. Ace produces nitro-nine with which she intends to blow up the guards. can move fast enough to dodge the bullets: the Doctor falls and is surrounded. In place of the Federation Security Corps. Ace and Olberan visit the Pax library to gain information about the North Continent. There is very little available. dark green mammals and the emerald-like stone come from the North Continent of the planet. Ace and Olberan return as the Doctor is explaining that starjade has unusual properties. These uniformed giants. and shows him her gronkey and her collection of starjade jewellery. Terellion agrees. confused and angry. Olberan grabs the grief-stricken Ace and pulls her to safety. and Terellion explains that both the friendly. The Doctor recognizes it as part of the uniform of the Starhome Guard. he suggests that they break into Velid’s villa in Pax. but Olberan wants to confront the officials who arrested Terellion. but Olberan reminds her that the gronkey could be hurt in the explosion. The next day the Doctor. Olberan produces an old hunting rifle and opens fire at them. Ace. and although he is clearly worried and in awe of the senator he insists that she must submit to a course of medical treatment. He tells Ace that the Doctor is finished and that their duty now is to find and rescue Terellion. a fact which the Doctor seems to find significant. Velid then bans further exploration of the North Continent. the cream of New Starhome’s youth. The Doctor disapproves of his strident nationalism. befriends Olberan’s pet gronkey and wanders into the garden of Olberan’s house. In an operating theatre. she will be tranquillized and treated anyway. Olberan goes to see Terellion. Ace cannot believe that Terellion is one of the senators who hushed up the danger of starjade. he says. SYNOPSIS OF SUBSEQUENT EVENTS Reluctantly. saying that there is still plenty of the South Continent to exploit and that many of the islands of the archipelago have yet to be visited. 16 . not a prison. His expedition was a disaster and most of the explorers died. where she finds an epaulet that she tore from the shoulder of one of the night-time intruders. which he says has for too long diverted the attention of New Starhomers from the crucial tasks of building the planet’s economy to compete with that of the Federation and other independent planets.’ whispered the owner of the hands. but the New Starhomers are ecstatic at the prospect of new prosperity and strength. The Doctor urges flight. a hover-vehicle. but starjade is pretty enough: she says that Marna was wearing starjade when she saw the ghost of her late husband. The Doctor falls lifeless to the floor. telling the Doctor and Ace to escape while he holds them off. During the night there is an attempted break-in. Olberan returns. If she refuses. with the responsibility of policing the planet. Terellion begins to admire Olberan and trust the Doctor. she is strapped to a table. ‘If we carry like this like this. which has remained largely unexplored throughout the centuries of human settlement because of its inhospitable tropical climate and its lack of mineral resources. the North Continent was known only for its beaches and that the interior was ignored. Ace and Olberan watch the live holovid broadcast of Velid’s appointment as president of newly independent New Starhome. he says. Sendet scans the Doctor’s body and is amazed to find that the Doctor is not human. Velid’s first act as president is to dissolve the senate and give himself emergency powers to rule until new elections can be held. but despite the obstruction of the librarian — only increased by Olberan’s brusque manner — Ace discovers that Hortan Velid’s first claim to fame was as the organizer of one of the earliest of the expeditions to the North Continent. Olberan adds that when he was last on the planet. They escape in his speedpod. Velid makes two further announcements. Among the few survivors were Velid himself and the expedition’s doctor. we’ll have to build an extension. She finds the gronkeys a little disturbing. Terellion’s mansion has been broken into and the senator is missing. Ace rescues the gronkey and returns to the hallway to see the Doctor caught in the ray from a guard’s gun. He tells Ace that even now Velid would not dare to incarcerate the glamorous senator in an ordinary prison. but when a nurse brings her food she realizes that she is in a hospital.

because the North Continent is now out of bounds. The Doctor asks Ace where she’s driving to. Inserting microcircuits at random. She puts the wheel in her rucksack and.’ With Ace at the controls the speedpod. but she cannot find a way to access them. announces that the transfer has been successfully completed and calls for guards to put the Doctor’s body into a disposal bag. Ace finds no sign of Terellion nor anything else of interest in the sumptuously furnished bedrooms. the guards round the villa begin to stir. but Ace remembers the security code that Olberan used and finds that it unlocks the door. It was a struggle. She takes the lift to the basement where she steps out into a dark room that is furnished as a study. not a human. he says. grabs the trolley. The trolley trundles along the ray-filled corridor. Ace steps into a small circular room: it is a lift. Ace takes it and returns to the lift. Velid’s villa is even more grandiose than Terellion’s mansion. and seems pleased when she says she’s going to the North Continent. he manages to disarm one of the guards and use the captured weapon to gun down the remainder. Olberan. he stresses. Ace disagrees. but Sendet tells her that the Doctor is alive. Terellion watches helplessly as the metal sphere is moved above the Doctor’s head and spilt open. Ace opens the door at the other end. however. Ace catches the Doctor’s eye. Sendet moves the sphere towards her and she screams. He found it a very miserable reservoir of mental energy. 17 . and gives a thumbs-down sign. she will be found in the cellars. Terellion overhears Sendet making a telephone call.’ she says to the blustering Olberan. holding his head. he says: he was surrounded by a crowd of unhappy and disoriented minds and he also found one extremely confused stranger. She is sure that if the senator is imprisoned in the building. There is a computer terminal set into a desk. tells the Doctor he knows too much and orders the guards to kill him. a ball of blackness contained within the sphere. but he was able to escape from wherever the globe took his life-force. The Doctor smiles and nods. Then she suddenly remembers that from outside the villa she saw a cylindrical turret. She finds the entrance to it in the corner of the master bedroom. which is what he accuses Sendet of trying to create. Ace’s gronkey reaches forward. envelops the Doctor. leaving the Doctor’s body pale and unmoving. but Ace will not be deterred. Sendet is stunned. installed at the controls of the speedpod. ‘I’m driving this bus now. and sends Ace. Sendet closes the metal sphere. upstairs. hearing footsteps. Terellion. The door is locked. too. sitting alongside Olberan. Terellion watches aghast as the shroud of dark light withdraws into the globe. and not a moment too soon: as they return to the speedpod. Sendet recovers his wits. He is outraged and wants a showdown. The guards take up defensive positions in the doorway. Ace sets up the computer and manages to turn it on. is about to move on when the gronkey demonstrates that the computer terminal is portable by lifting it out of the desk. Rambo. but he insists that Terellion must be on the premises. which he wheels into the space between the guards. and he is determined to make Hortan Velid aware of the injustices being done in his name. says that is an excellent reason for going there. ‘Move over. Ace finds the computer’s memory store in the form of a wheel of microcircuits. but refuses to let her follow Sendet to safety. and eventually decides to leave by herself. after a rough start. They decide that the Doctor should be exposed to the Remote Globe. He and Ace must search again. Olberan reports that he has found nothing. while Sendet escapes through another exit. she reviews the astonishing contents of Hortan Velid’s confidential files. She curses herself for her stupidity and urges Olberan to make for the hospital with all speed. then it is likely that the Doctor. A senator has almost been murdered. steals Olberan’s blaster and hands it to Ace. Ace reluctantly agrees to the logic of Olberan’s suggestion that they should split up to search the vast building. Hearing Olberan approach. explosions and blaster shots. He gives the trolley a shove and throws himself flat on top of it. After telling Ace that using nitro-nine will attract too much attention. a gothic folly rising from the modern edifice. is determined to go to Central City. who still has the rescued gronkey with her. This forces Olberan to accompany her. Instead he pushes her into the lower part of an equipment trolley. Dark radiance from the Remote Globe. not because she fears the globe but because the body bag is moving: it is being unzipped from the inside. He was glad to get away. Terellion fights back tears as the guards zip up the bag. and therefore able to withstand the life transfer. The Doctor explains that Sendet was right: he is a Gallifreyan. He comments that he has just had a remarkable experience that he wouldn’t recommend to anyone. It is only thinly guarded. outruns the guards’ pods.DOCTOR WHO — TIME LORD Terellion accuses him of complicity with murderers. The Doctor sits up. agrees. The Doctor. He is asking for instructions. In the master bedroom. points to Olberan. shouting over her shoulder for Olberan to stop shooting and follow her. but the other party seems unsure what to do next. Olberan volunteers to descend into the cellars. Sendet tells Terellion that the globe is draining the Doctor’s life. The Doctor says he can hear the cavalry coming and then everyone in the room is aware of approaching shouts. and runs with it to the speedpod. The Doctor frees Terellion. Olberan hacks into the security system to gain access to the grounds. which he says might be dangerous. is not dead. Terellion and Olberan are appalled. she conceals the computer. Olberan tries to curb her optimism. Ace realizes that if they are merely stunned.

It looks like a ruined temple of a lost civilization. The wall is a blank screen. The gronkey in the speedpod becomes agitated for the first time. rooms or corridors. that in Central City. they can only await capture. At its centre there is a tall. The Doctor. Ace says that if ruined spaceship contains anything important. It seems that the dark green mammals have been pressed into service as labourers. it must be in the empty-looking nose cone. He adds that Velid’s computer records contain references to a fortified camp in the North Continent. Ace’s gronkey abandons her and flees into the jungle. The Doctor navigates. Halfway to the tower. the guards close in. The clearing is obviously not natural. He leads the way into the dark chamber. Squeezing through the gaps between ruptured storage tanks and smashed electronic circuits. wave after wave of gronkeys swarm over the guards: they take horrendous casualties. it never entirely died. however. Ace remarks that her arrival couldn’t have been more obvious even if she’d radioed ahead. She realizes that it is communicating with her telepathically: it is telling her that there is danger in the tower. Velid’s opponents are probably being arrested and perhaps killed. Prompted by the Doctor. Ace works out that the tower is in fact a spaceship. the Doctor is worried because he can do nothing to stop the guards radioing for reinforcements and he says he and Ace must move fast. The Doctor concentrates and images begin to appear on the screen. Guards loom over the Doctor and Ace and take aim at point-blank range. Terellion weeps as she 18 . As the speedpod circles over the endless rain forest. windows. As they run from the speedpod. thin tower: it is leaning and much overgrown with foliage. gangs of the creatures can be seen carrying boxes. He points towards the jungle: there is a strangely regular clearing. Ace’s gronkey returns to her and stares into her eyes. the Doctor and Ace realize they are surrounded: pinned down by blaster rays. The Doctor pats the gronkey’s head and explains that he has an assistant navigator. The intelligence becomes excited. but the guards are overwhelmed. The largest cluster of buildings is next to the thin tower. The Doctor explains that although the ship has been there for centuries or millennia. she says. on which rests a black globe from which darkness seems to emanate. Olberan protests that they are wasting time. Ace points out that the guards don’t need reinforcements. and that the Doctor is taking them on a wild goose chase. Ace takes the little craft still closer. Olberan and Terellion provide covering fire from the speedpod. dishes and a thick cable that runs to the top of the tower. While the Doctor and Ace run towards the tower. Ace says there is nowhere to land but in the clearing. Ace realizes they have reached a chamber that occupies the top of the tower. Arranged in groups across the clearing are modern domes and huts. The room is empty except for a pillar in the centre. They find a gap in the tower’s structure. saying that they should all see the terrible truth of the basis of Velid’s new order for New Starhome. The interior of the ship is damaged and the Doctor concludes that it made a forced landing on the planet. As the craft lands. Hortan Velid. There are no doors. and it becomes clear that the settlement is inhabited: small squads of Starhome Guards look up from their tasks. aware that the unafraid other who joined it and then abruptly departed is returning in a way that the intelligence cannot comprehend. Above the globe is a metal hood suspended by a thick cable. At that moment the gronkeys arrive! Running silently from the jungle.DOCTOR WHO — TIME LORD Ace pilots the speedpod northward over a vast ocean and then over an equally vast landmass covered with jungle. The expedition of which Sendet was a member found the tower and the source of power it contained — power for which the expedition’s paymaster. and not of human design. the little party struggles upwards through the interior of the ship. and its insides consist of a maze of wiring ducts and hydraulic systems. they could spend years failing to find it from the air. Olberan alerts the others to the sound of approaching speedpods: Velid has found them already. Olberan and Terellion catch up with the Doctor and Ace at the base of the tower. Ace brings the speedpod down slowly. as Terellion almost was. and she takes the speedpod down. The two New Starhomers are amazed at the gronkeys. clearing undergrowth and digging trenches. and surrounded. staring alternately into the screen of the portable computer and the eyes of the gronkey. The Doctor says that they have been learning. It is immediately obvious that the building is not an ancient stone edifice: it is made of metal. was prepared to kill. and from its roofs sprout aerials. Olberan and Terellion refuse to be trapped inside the tower and would prefer to take their chances outside. cannot be dissuaded from finding a way in. who have never previously shown any capability of organized behaviour. but the Doctor persuades them that they are safer in the old spaceship because Velid would not risk damaging the source of his power. They pause at a hole beyond which they can see only a black void. in Pax and all over the South Continent. Soon there are hundreds of faces surrounding the foursome. The guards advance inexorably. Olberan points out that even if it is true. The apex of the spaceship is a circular chamber with a conical roof. Olberan leads Terellion in a rescue charge that proves futile and they are captured. perhaps centuries before the first human colonists arrived. one of which is overseeing teams of gronkeys. each face is a moving mask of abject terror and anguish. disarmed. The Doctor replies by asking Ace to repeat the information she discovered about Velid’s expedition to the North Continent.

and to protect the gronkeys by diverting attention elsewhere. are confused. followed by Velid. He tells the Doctor that he has never relied entirely on the globe’s power and has had agents strategically placed for years. 19 . The Doctor says that Velid had started to make mistakes: the gronkeys had forced him to press ahead with his plans too fast.DOCTOR WHO — TIME LORD recognizes acquaintances who have recently died. nothing happens. Velid announces that the Doctor’s intelligence will be added to the pool of life forces within the globe. He speaks to the alien intelligence. Terellion starts to say that the Doctor has already survived one such attempt. He orders the Doctor to touch the black sphere. He congratulates the Doctor on the Time Lord’s correct assessment of the situation. and Ace realizes that the Doctor’s stratagem is about to be undermined. To Velid’s consternation. Whenever a gronkey. and he will go on to conquer all the worlds of the Federation and beyond. Voices are heard within the ship. He pressed ahead with his campaign for independence. these gronkeys were in constant mental touch with their fellows in the North Continent. Olberan picks up a blaster and points it at Velid. and anyway dangerous for humans. Her gronkey leaps from her shoulders and swings from the hood above the globe. None of this would have mattered but for the fact that gronkeys were being shipped to the inhabited South Continent as pets. The Doctor picks up the globe again and concentrates. Olberan and Terellion are held at gunpoint while Velid gloats about his victory. He glances at Olberan. The Doctor tells Velid that the game is up. where it smashes into fragments. Such sightings were occurring all over New Starhome. a hideous alien figure takes shape. tossing the globe to Velid. Olberan shrugs. and therefore have the potential to develop very quickly if given the right stimulus. promising peace at last to it and to the hundreds of humans imprisoned with it: he drops the globe onto the floor. She launches herself at him. The Doctor explains that Sendet has been draining the life from his patients and transmitting the life-forces from the hospital in Pax to the black globe. Velid is still smiling. the gronkey could not help becoming a conduit for that image -and thus Marna saw the ghost of her husband. but he adds that his plans are more far-reaching. The Doctor disagrees. Velid catches it in both hands and slumps to the floor as his life force drains into the globe. Because the spaceship was so difficult to enter. They communicate telepathically. one of a species that has no corporeal existence and which lives as collective consciousnesses. The Doctor introduces the others to the intelligence — the only surviving member of the crew of the spaceship. including those working in the black globe chamber. but the Doctor says that there isn’t much point. Although they appeared uncommunicative. who turns the gun towards the Doctor. The Doctor. such as that of Marna’s late husband. No one can stop him now. and he acted swiftly to ban starjade after the Doctor had planted hints that the stone might be responsible for the ghost sightings. After a struggle in which Ace and Terellion prove a match for the unaugmented youths. the guards enter the room. With New Starhome completely under his control. ‘Here. that resonated with an image. hands over the weapon and says that he had always thought Velid’s plan were too grandiose. Ace. seen by the gronkeys in the spaceship. Ace disagrees. His guards will be invincible. distracting her. With a burst of blaster fire. but the Doctor restrains her. Velid has been able to use the accumulating power of the trapped intelligences to augment the strength of his guards and has campaigned for New Starhome’s independence to ensure freedom from Federation interference. Terellion and Olberan don’t understand: they know that the gronkeys are mere animals. he says. gronkeys were trained to clean the black globe chamber. with no sign of intelligence. and why the tough off-worlder has proved to be such an ineffectual ally. Thus they saw the tortured images on the screen and became aware of the alien intelligence’s misery and confusion. The guards. and Velid knew that someone would start asking difficult questions. such as Terellion’s guest Marna. catch!’ he says. Velid ignores the interruption and the Doctor picks up the globe. Ironically it was Velid who provided the stimulus: once the enslaved gronkeys at the spaceship site had been shown how to use tools and had heard human speech. the new knowledge was instantly available to all the gronkeys on the planet. Olberan threatens to kill the Doctor. picked up a mental signal from a nearby human. Now that he is president of the independent planet. hoping thereby to smother reports of people seeing ghosts. whispering that he has known for some time about Olberan’s deception. The contraption crashes to the floor. The Doctor’s motives had been to find out whether Velid had something to hide. Ace suddenly realizes how Olberan managed to break into Velid’s house so easily. he has an almost infinite supply of human intelligences with which to feed the black globe. sparks flash from the torn cable. Velid will crush all opposition. but the Doctor says that it’s just a ball. Velid complains that Sendet assured him that to touch the globe was to die. Ace’s gronkey leaps at Terellion. such as Terellion’s for instance. Velid and a contingent of his superhuman guards are ascending towards the chamber. The screen goes blank. but have an easy life in the rain forest and therefore no need of permanent settlements or toolmaking skills. saying that gronkeys are intelligent. On the screen. deprived of the source of their extra strength.

but it does help to add an element of realism and significance to a story that might otherwise seem fanciful or trivial. or on the corrupting influence of political power. NOTES The Necromancers is intended to be a fairly typical example of a DOCTOR WHO story. It is set in the far future and includes some standard science-fiction themes such as grounded spaceships. A background theme of this nature is not essential. its plot depends on the interaction of well-rounded characters rather than merely on futuristic technology. it is not clear what the villainy is or who the villains are. foiling the villainy usually involves threats to the very life of the Doctor or. as well as perhaps a certain amount of brute force. to that of his companion. has to find out what is going on. you will find that the players will become even more involved in their roles and in the plot if they believe that their characters are fighting a realistic injustice or a believable evil. When you create your own DOCTOR WHO adventures using TIME LORD. And as usual. but adds that even without his intervention the gronkeys were learning rapidly from humans and might well have proved to be a formidable obstacle to Velid’s one-party state. DOCTOR WHO stories are often like puzzles: they have something of the detective story in them. as is even more likely.DOCTOR WHO — TIME LORD Terellion says that it was just as well the Doctor arrived when he did. TIME LORD adventures will also show this form of construction: the players. for instance. They leave the spaceship and the Doctor’s point is demonstrated: the guards are returning to normal after the sudden removal of their augmented strength and everywhere across the clearing gronkeys have recovered the guards’ weapons and are rounding up the dazed youths. and telepathy. the Doctor and his companion arrive to find themselves in the middle of a nefarious scheme. a DOCTOR WHO story often has a cliff-hanger ending which is resolved by a combination of the Doctor’s remarkable abilities and his companions’ resourcefulness. as well as science fiction. The Doctor. aliens. Finally. The Necromancers could contain a commentary on the evils of colonialism. it should be noted that a DOCTOR WHO story is often more than just a science fiction adventure cum detective thriller. As usual. will find themselves presented with inexplicable goings-on that will require investigation. however. As in The Necromancers . Depending on how it was written. Investigation usually reveals that the danger is far greater than was at first apparent. 20 . adopting the roles of the Doctor and his companions and allies. The Doctor agrees that it was a remarkable coincidence. Like the best science fiction stories. as well as the reader.

DOCTOR WHO — TIME LORD PART TWO Role-Playing: What It Is And How To Do It 21 .

how might he react if he were in mortal danger? And what would he do if the threat turned out to be only a practical joke? The actor. but just one slip. As you hang by your fingers. As you prepare to jump down to the courtyard. You try to steady your racing heart and your whirling thoughts. and most drama students are taught it. Real acting. by imagining his character in such situations. he appears to be unconscious. You press the red button. the message ‘COUNTDOWN’ flashes on the LCD. Play-acting is unstructured and the rules of play are made up as the game progresses: children’s games of make-believe often degenerate into arguments. such as psychotherapy and management training. Imagine yourself in this predicament. When you reach the roof of the guardhouse. it is known as improvisation. Peering through the battlements. gladiators. When children pretend to be hunters. Have you enough time to follow the Kysarans into the tower. So are adults who put on airs and pretend to be more genteel than they are. Actors who put on costumes and pretend to be heroes or clowns are engaged in real acting. you have to hope that no one spots it during the next few minutes. doctors and nurses. yet they remain open-ended: the decisions of the participants decide the course of events. Ten minutes should be plenty of time to reach the ground and take cover in the alleys of the ruined city. Perhaps you should continue with your plan. jump to the ground and take shelter in the nearby ruins. All of the role-playing explained so far involves an element of acting: the role-player moves and speaks in 22 . on the other hand. you lift yourself over the parapet. The ladder that snakes up the tower above you is obvious evidence of an intruder. Biting your lip. improvisation and role-playing are usually supervised activities bounded by a definite purpose and by rigid guidelines. perhaps. In the twentieth century. You can already feel the thrill of victory: there is enough nitro-nine packed into this bomb to blow apart the top half of the tower. anonymous in blood-red power armour.DOCTOR WHO — TIME LORD Your fingers are trembling. This technique is widely used by actors today. You flip open the compartment on the side of the black cylinder and press the buttons of the timer. you have just taken the first step in role-playing! A BRIEF HISTORY OF ROLE-PLAYING Role-playing lies between play-acting and real acting. you start to descend. are marching across the flagstones towards the tower’s entrance directly below you. as it is when an actor performs the dialogue and actions of a play. your feet flail in the air until they find the first rung of the rope ladder. Actors were almost certainly the first people to use role-playing techniques. the Kysarans’ Termination Fleet will be unable to make landfall. A psychotherapist might ask a patient to imagine himself as someone else — his own father. You look at your watch: six minutes to detonation. If the Doctor is taken to the upper levels of the tower. mums and dads. In order to understand the personality of the character he is representing. What would you do? Can you decide? You must decide! Have you decided what to do? You have? Congratulations. and you have to decide now. but nothing can be done about it now. they are play-acting. an actor imagines himself as the character in situations other than those that occur within the text of the play. rescue the Doctor and get him clear before the blast occurs? You have to decide what to do. hopes to project a fully rounded personality on stage. fighter pilots. The Kysarans take him into the tower. His hands are manacled. the character blusters when threatened. Lying flat on the slates you peek over the edge of the roof: two gigantic Kysarans. Every second counts. After one final check of the crampons digging into the crumbling stonework. according to the script. with one of the Indians refusing to be gunned down and accusations from the cowboys about cheats who don’t take their shots. but you tell yourself it is only the effect of the biting wind that you can hear whistling through the battlements and the rigging of the aerial. In these contexts it came to be known as role-playing. There is time — perhaps just enough time — to clamber up the ladder and stop the countdown. just a few seconds’ delay. with one playing the role of a personnel manager and the other that of a trade union official. Without the transmitter. hoping that the Doctor will be kept in the lower part of the tower and will survive the explosion. The above examples are at the two extremes of a spectrum. you hear voices. The Doctor’s diversion has obviously failed: the Kysaran advance guard could send the landing signal to the main fleet at any moment. dramatic improvisation is useful in many other areas. As the above examples demonstrate. One final check: the canister is wedged securely against the control box of the transmitter and the timed detonator is functioning. Role-playing is semi-structured: the idea is to allow for spontaneity within a framework of rules. so the transmitter has to be destroyed. Between them they are dragging a prisoner: the Doctor. you breathe a sigh of relief. and you risk being blown to bits along with the tower. you see the courtyard below is deserted. is usually so structured that it is unchangeable. two management trainees might be pitted against each other in a hypothetical setting. the imminent explosion will finish him. If.

there was no board. At first it interested only a very few people: it was. to a much lesser extent. an unusual sort of game. soon. Prince of Denmark — and then asked himself: what would Hamlet do when he realized that the funeral he was watching was that of his beloved Ophelia? Any novelist. dwarfs. Many hundreds of role-playing games have been produced. TIME LORD is a set of rules that enables a group of people to role-play the characters from the television series DOCTOR WHO: TIME LORD is the DOCTOR WHO role-playing game. putting himself into the personality of each of the characters in his plays without leaving his writing desk. but unless the transmitter is destroyed the planet will be devastated — what would Ace do? To sum up. and by the mid 1980s the hobby of playing games had become ingrained throughout the English-speaking world. Role-playing has become popular as an entertaining pastime. A group of friends gather together. Commercially available role-playing games and the hobby of playing them have a relatively short history. and no definite objective except to create an adventure. quill in hand. a member of a starship crew in Star Trek. The earliest editions of this game revealed its origins as a cross between swords and sorcery fiction and wargaming with toy soldiers. generals and wizards who led the armies. the military set pieces were being ignored in favour of small-scale adventures in which a band of individual characters would brave the dangers of subterranean labyrinths. role-playing can be a silent. sedentary exercise. Dungeons & Dragons was born. elves and goblins fought across a fantasy world. villains and monsters. Other role-playing games soon followed. uses exactly the same technique: Ace knows that if the bomb explodes the Doctor might die. television and films were an obvious source of inspiration for role-playing games and manufacturers were quick to produce tie-ins: a gamer can be a fictional spy in the game James Bond. who was an actor as well as a playwright. or even one of the Beatles in a short-lived product entitled Yellow Submarine. He would have sat. the game’s inventors wanted more: they wanted to be able to play the game at an individual level. and they create a story between them. real life. to give life to the individual heroes. The first and best known game was Dungeons & Dragons . no counters. the other participants thinking themselves into the roles of the characters involved. Having created a wargame campaign in which massed battalions of model humans. They invented rules that allowed each player to make decisions on behalf of the individual characters in the game. he usually uses a set of established rules to control the session. a sword-wielding warrior. To avoid chaotic disputes about who is permitted to do what. and their simplified offshoots of gamebooks and computer adventure games. and it became a cult hobby among teenagers and young adults on both sides of the Atlantic. one of the group acts as the supervisor. But its arrival coincided with a surge of interest in games of all types. there are three elements in role-playing: a structure of rules and motivations that are supervised by one person. DOCTOR WHO. were and are dominant within the hobby. It is possible to imagine Shakespeare. Role-playing games. and a story produced by the interactions of the decisions made by the characters. a private investigator or a modern infantryman. a hobbit in Middle-earth. each adopts a role. It consisted of just three densely printed rule books. But as any writer of fiction knows.DOCTOR WHO — TIME LORD character. They tend to reflect the genres of popular fiction or. Books. is the ideal subject for a role-playing game. 23 . The game reached Britain shortly after it appeared in the United States in the mid 1970s. thinking himself into a role — for instance that of Hamlet. Thus a gamer can play the role of an interstellar explorer. after all. and indeed any DOCTOR WHO scriptwriter. with more than a quarter of a century of television stories that provide a mass of background details and a wealth of characters.

and what equipment. episodic epics. similar to one four-part DOCTOR WHO television story. This book is the rule book for the DOCTOR WHO role-playing game. In any case there are practical difficulties: a game with more than half a dozen players will overload all but the most experienced. along the lines of those linked series of DOCTOR WHO stories that last for an entire television season. with the referee at the head of the table and slightly apart from the players. roughly how long it will last. among them the participants’ need for sleep and sustenance. how long the game will last. HOW A GAME IS PREPARED It is up to the referee to decide in advance how many players there will be. DURATION OF A GAME A role-playing game need have no time limit. interprets the rules and plays the roles of the villains. Apart from a copy of this book (which only the referee needs to have. such as the Doctor or one of his companions. Even when an adventure comes to an end. how difficult the adventure will be to complete successfully. and whether he should provide any equipment other than the dice. and it is all that is needed apart from two ordinary six-sided dice. One of the most useful playing aids is a set of floor plans.DOCTOR WHO — TIME LORD KEY CONCEPTS IN ROLE-PLAYING GAMES THE RULE BOOK In most proprietary games. If he uses a ready-made adventure. will be rare. these can be drawn in advance by the referee. can see and hear all the players. or he can use one of several types on sale in games shops. a referee cannot be expected to come up with a continuous. which are used to provide a visual representation of the rooms and spaces in which the adventure takes place. and they can all see the centre of the table. but this takes time and requires considerable planning and some previous experience of the game. for the use of the game’s supervisor (known in TIME LORD as the referee). the referee may choose to treat it as simply one episode in a longer story: the game can continue. Second. each of whom controls one character. It is easy for the referee to create a one-off adventure and find a group of players that can get together for one or two sessions of play. unending. Once again there are practical constraints. because ideally all the players should be seated round the same table. pens and dice. although each adventure will probably be designed for a specific number or a set maximum number of players. The players take on the roles of the major characters. It is more fun and more satisfying for the referee to create an adventure of his own. he will find his task relatively simple: he will be told how many players the adventure is designed for. it provides background information and guidelines for creating adventures. will be required. pencils and paper to start creating and playing new adventures. he administers the game. the book of rules is only one of many components: a role-playing game often consists of nothing but a book of rules. in theory. It is also difficult to gather the same players in the same place at the same time over and over again. if any. meanwhile. monsters and minor characters. for ever. The referee. it furnishes a set of rules to govern the success or failure of the actions attempted by the characters played by the other players. Under this arrangement the players can talk easily to each other. One-off adventures. EQUIPMENT The referee’s preparations and the imagination of the players are the most important extra components for a game of TIME LORD. First. NUMBER OF PLAYERS In theory there is no maximum limit on the number of players that can take part. and even models to help the players visualize the setting of the adventure. although the players will find it useful to have copies. The referee devises in advance the setting and basic plot of an adventure. where the referee may want to place diagrams. and he will have to prepare the adventure in advance of a game session. will therefore be usual. 24 . The function of a role-playing game rule book is twofold. inventive storyline. they have a solid surface on which to rest their notes and to write. such as the one in Part Five. maps. The referee has a considerable responsibility. no other special components are required. quick-witted and resilient of referees. THE REFEREE AND THE PLAYERS The participants in a role-playing game are the referee and the players. Other equipment may be introduced at the referee’s discretion. too) the only equipment required is a supply of paper. TIME LORD works best with one referee and three or four players. pens and paper that are required for every game. There are also space constraints on participants.

which are used to represent the players’ characters. of course. to both referee and players. The villainous plot or imminent disaster. minor characters and monsters. pictures. and makes sure that all the players understand their characters’ abilities and the basic principle of the TIME LORD rules: beat the difference. HOW TO START PLAYING The referee devises an adventure or studies a ready-made adventure. the players’ objective in a role-playing game is usually one of two types: in some games the main objective is to collect booty and slaughter opponents. scribbled quickly to clarify a particular question. Apart from the crucial business of keeping their characters alive and functioning. their characters may end up hurt or even dead. Floor plans and figures are particularly helpful. and character sheets. If not. his companions and even enemies such as the Master and the Meddling Monk are all characters. paper and dice. their characters work as a team. TIME LORD is about playing such aspects of a character to the full. when a skirmish takes place during an adventure. or as elaborate as facsimiles of the very maps that the characters retrieve from the TARDIS’s data store. the game finishes when one of the players wins by eliminating all the other players. and the opposition is provided by the referee. Suitable groups are listed with the details of each Doctor in Part Four. can be placed on the floor plans to give an instant idea of the locations and relative positions of the characters and their opponents. Many role-playing games manage to combine the two aims. Especially large groups can be catered for by bringing in irregularly appearing characters such as the Brigadier. if they succeed. or by accumulating a predetermined amount of play money. and look forward to that relaxing holiday that the Doctor has promised them on Florana. TIME LORD adventures involve the players’ characters in solving mysteries. all are provided and managed by the referee. All characters have beliefs and mannerisms that make them unique. Metebelis 3 or the Eye of Orion. Suitable figures can be found at specialist games shops. Barbara Wright and Susan Foreman in addition to the first Doctor. to a gaming session. Such maps and charts can be as simple as a helpful scrawl. A role-playing game is different: instead of competing. but in nearly all cases the key to success for the players is co-operation. sketches and maps. averting catastrophes and righting wrongs. the referee explains how a role-playing game works. TIME LORD. Those characters that are played by the referee are called referee characters. THE OBJECTIVE In most games the players compete with each other. CHARACTERS Character is the general term used to describe any role that the referee and players of TIME LORD assume during an adventure: the Doctor. for instance. The information provided in this way should not. and the savage monsters or power-hungry aliens. the players co-operate to explore the setting and overcome the obstacles created by the referee. the referee can provide maps and charts to help the players visualize the setting of the adventure and understand the relative locations of particular places. the adventure can commence immediately. models. usually one for each character in the adventure.DOCTOR WHO — TIME LORD Miniature figures. The referee can also introduce characters he has created which a player can run during an adventure or even 25 . He prepares any other equipment that he thinks will prove useful to himself or to the players — for instance maps. although the players will no doubt make their own notes. The referee describes the situation in which the players’ characters find themselves at the start of the adventure: the game begins as soon as the players respond by telling the referee how their characters react. A player will generally play either a generation of the Doctor or one of his companions — an ordinary person who has joined the Doctor on his travels. not about manipulating the numbers that are used to define his physical and mental prowess. does not encourage the players’ characters to take part in looting and pillaging. It is suggested that players pick or are given companions who have travelled with the Doctor at the same time: a group of four players might choose to play Ian Chesterton. miniature figures of metal or plastic can be minor works of art and add immediacy to any game. When carefully painted. true to the spirit of DOCTOR WHO. exceed that which the players’ characters find out during the course of the game. Which characters are played depends on the adventure the referee has planned and on the number of players. Captain Yates and Sergeant Benton. The players do not oppose each other. a group of two players might choose to play Jo Grant with the third Doctor. He invites players. describes the background of the characters. If the players fail. If the players are familiar with DOCTOR WHO and TIME LORD. they can take satisfaction from a job well done. those adopted by the players are player characters. while others are more like detective stories in which the players’ objective is to solve a mystery. He gathers together a supply a pens. Finally.

If the enemy is in strength. so a player who cannot throw himself into a role is hardly setting a precedent — in fact he is making an accurate contribution to the adventure! Players should use the descriptions of their characters provided in Part Four to help them imagine how they should act in a given situation. There are some basic tips to ensure your survival in a hostile universe: dodge and run! Most characters can out pace their pursuers. made friends with a Chinese girl. A player who. so get involved only if you can get the advantages of surprise or numbers. dodge everything unless you are very competent in close combat. for example. Fighting is dangerous. so running away is always a good idea if the Daleks are still approaching. Characters should co-operate with each other most of the time because teamwork is vital to the successful completion of an adventure. especially those who are unfamiliar with role-playing. This solution is recommended only for experienced players: the Doctor’s mysterious nature and erratic genius makes him difficult to role-play well — having five Doctors around magnifies the problem tremendously! New players. In Delta and the Bannermen. Yet conflict between characters should not be overlooked as a source of enjoyment: teasing or outright personality clashes are very much a part of DOCTOR WHO. There are some splendid examples of bad acting in the television series. This is the essence of a role-playing game. 26 . is a member of the Territorial Army might be tempted to have his character fight any alien that was encountered: such behaviour would be accurate if he were playing Sergeant Benton but would be out of character if he were playing Victoria or Nyssa. Ace. for example. in Battlefield and teamed up with her to find out what was going on. The enjoyment should come as much from playing a character well as successfully completing an adventure. The most challenging way of providing players with balanced characters is to allow each player to assume an incarnation of the Doctor and to play an adventure like The Five Doctors or The Three Doctors. Shou Yuing. once they are on top of you. Role-playing is like acting: some people are good at it and others are appalling. should not be daunted by the character they are given. in the TIME LORD game they can easily join the Doctor on other adventures.DOCTOR WHO — TIME LORD carry on playing in future adventures. Companions often make temporary friends during an adventure and these referee characters can temporarily become player characters to ensure that anyone who wants to play TIME LORD can be assured of a role. The player should not act in the way he would ordinarily react but in the way he imagines the character would respond. Such characters are ideal choices as new companions. the Welsh girl Rachel — who had made motor bike maintenance a hobby — proved a useful ally to the Doctor. TIME LORD is a game and is meant to be fun. surrender to buy thinking time.

for instance. Wounds 4) Make a note of this page number. Driving 1. for instance. however. Full details of these characters are given in Part Four on pages 84 and 76 respectively. this extract from Switchback will introduce you to the concept of playing a character and to the basic rules of TIME LORD. Wounds 4) Tegan Jovanka Abilities and special abilities Strength: 3. Running 1 Knowledge: 4. or dance a reel. Musicianship (bagpipes) 1 Equipment: dirk (edged weapon. Marksmanship 2. Marksmanship 1 Size: 3 Weight: 4 Move: 3. your character will be offered only a few options. This Switchback excerpt has been adapted to use the TIME LORD game rules. Printed here are summaries of the character sheets of two of the Doctor’s companions: Tegan. Alongside each illustration you will find a list of the character’s abilities. The excerpt has been configured as a solo role-playing game: you will play the role of one of the Doctor’s companions. More significantly. Striking Appearance 2 Equipment: laser cutter (counts as edged weapon. Independent Spirit 1 Awareness: 3. or pretend to faint. 27 . you will need to consult these character sheets while you play Switchback. there is no referee: the book controls the game. Brawling 2. As you play it. TARDIS 1 Determination: 5. too. and Jamie were to meet an unfriendly monster. First Aid 1. which also have numerical values. or anything else that you decide Jamie might do. Artist 2. providing you with information about your character’s situation and prompting you to decide what your character should do. A few unavoidable simplifications. Cheat Death 2 Control: 4. once as Jamie and then as Tegan. In a real game with a human referee. Next to some of the abilities you will see special abilities. and Jamie. HOW TO PLAY Before you start you should choose which character you want to play. There will be only one player — you — and therefore you will not experience the complexities that arise in multi-player games. Acute Hearing 1. Edged Weapons 2. Jamie McCrimmon Abilities and special abilities Strength: 5. Con 1. or play the bagpipes. however. have been made. If you play Switchback twice. The important thing to notice is that the two characters have different ability scores: Jamie has a higher Strength ability than Tegan. you will gain a good idea of how a game of TIME LORD progresses. Acute Hearing 2. Cheat Death 1 Control: 4. you might decide that Jamie would attack. the Australian air hostess.DOCTOR WHO — TIME LORD SWITCHBACK A solitaire DOCTOR WHO adventure On the following pages you will find an excerpt from the DOCTOR WHO adventure Switchback. Mountaineering 2 Size: 4 Weight: 4 Move: 3. the possible actions of your character are almost infinite: if you were role-playing Jamie. because there is no human referee to respond to the potential variety of your character’s behaviour. You will need two dice. Within these limitations. the Highland piper. paper and a pen will be useful. you will appreciate how these different ability scores affect each character’s actions. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. or run away. Each ability has a numerical value. but Tegan has a higher Knowledge ability. In Switchback. The use of these numbers will be explained in the course of the game.

inert and unconscious. Subtract the lower number from the higher. you regain consciousness and. Subtract the lowest number from the highest. and you have just learned how to use it. if not. turn to Module 4. Subtract your Strength from 6. you fail. Suddenly you hear a noise: a familiar. you should have worked out that your ability is 5. if you failed. he will be stranded and you will be adrift in time and space. although the Doctor has been unable to understand the sensor readings. turn to Module 14. The TARDIS consists of very advanced technology. You eyes are not deceiving you. you fail to recover. turn the page. rather than see. It seems to have materialized somewhere. A shutter descends behind you. and you wait for the cubicle to start moving upwards or downwards. In time. If the result is greater than the difference. The time rotor is moving — the TARDIS is about to take off! If it dematerializes without the Doctor on board. Module 2 You can see the pulse of energy expanding from the Drekkar’s blaster. that you have wandered into a maze of corridors. Module 1 The Doctor has been absent for about half an hour and you are becoming very bored. You sense. which with its Hypnotize special 28 . you become aware of a regular droning noise. You lie there. If the result is equal to or less than the difference. raucous grinding sound. The Doctor has tried without success to make his craft take off again. so you can reach it. This value is known as the difference: Difficulty minus Ability (including special ability if applicable) equals Difference Now you must try to beat the difference (Jamie needs to beat a difference of 3 to succeed. Rushing over to the central console. If you have the TARDIS special ability. A ball of fire seems to engulf you. You step into it without hesitation. which is greater than your Strength ability: you are unable to withstand the assault on your nervous system and are thrown to the floor. With your hands outstretched you stumble towards the dimmest hint of light. Instead. He has decided that he has to find out where the TARDIS has landed. your ability to operate the TARDIS should be 3 if you are playing Jamie. your Knowledge on its own is your ability score. Module 4 The darkness is almost absolute. Turn to Module 1. Tegan must beat a difference of 1). Your Knowledge represents. he has gone to explore outside. The result is the difference that you have to beat in order to recover. The blaster inflicts 6 Wounds. It has an Determination ability of 1. if you are playing Tegan. Whether or not you succeeded in turning off the time rotor. Module 3 Your weapon is suitable for use only in close combat. Your Move is 3 and the Drekkar is about three metres away (a difficulty of 1). Fortunately. and the control box cannot automatically control you in the way that it controls a Drekkar. so you will have to close with the Drekkar before you can attack it. You turn a corner and see an illuminated cubicle that looks something like a lift. Roll two dice. Just so you know whether you are right. Roll two dice. you manage to switch off the time rotor. you wander into the darkness. If you would rather advance on it cautiously. your understanding of technology. give yourself a pat on the back: beat the difference is the single most important concept in the TIME LORD rules. you stare at the bewildering array of flashing lights. You must try to work out how to switch off the dematerialization sequence.DOCTOR WHO — TIME LORD Now choose your character. If the result is equal to or less than the difference. Using even a simple control requires some skill and knowledge. turn to Module 13. Subtract your ability score from the difficulty (6) of the task you are attempting. You must do something. Now back to the adventure: if you managed to stop the time rotor. turn to Module 11. Every task in TIME LORD is given a difficulty: stopping the dematerialization sequence has a difficulty of 6. leaving you in the TARDIS control room with strict instructions to wait until he returns. the light starts to pulsate. Good luck! THE STORY SO FAR The TARDIS has stopped moving. The viewing screen reveals nothing except darkness. your body tries to recover. You have wandered into a Drekkar control box: the device is attempting to overcome your will and make you subservient. turn to Module 5. think yourself into your chosen role. there is light ahead. If you decide to hurl yourself at the creature and attack it. add that number to your Knowledge to determine your total ability in this case. much to the Doctor’s surprise. weaving and dodging as you move. with a view to attacking it later. turn to Module 7. read The Story So Far and follow the written instructions. a Drekkar’s Determination is lower than a human’s. with an aching head and shaking limbs. What is your Knowledge? Look it up on your character sheet. You have taken 6 Wounds. but you are powerless to avoid it. among other things. If the result is greater than the difference.

and therefore one successful blow from your weapon (which inflicts more Wounds than the Drekkar’s Strength) is enough to disable the large creature. Your footsteps echo faintly. Subtract your Strength from the difficulty of 5 to produce the difference that you have to beat. Subtract 3 from your Determination: the result is the Difference that the control box has to beat. which in this case is 1. if the result is equal to or less than the difference. the Drekkar hits you. lumbering. Turn to Module 19. only to find that the outside world is darker than the interior of the TARDIS. The floor sounds as if it is made of metal. You run to the side of the room and throw yourself at one of the huge doors. Turn to Module 18. so its total ability is its Control of 3 plus its Marksmanship special ability of 1: a total of 4. destined to patrol the dark corridors of this hijacked interstellar colony ship — until and unless you are rescued by the Doctor. Behind you. Look up your Strength score on your character sheet. Roll two dice on behalf of the control box. The time rotor accelerates relentlessly. This task has a difficulty of 5. and subtract the lowest number from the highest. Roll two dice. You can see nothing at all at first. but you still have to try to beat it and there is still a chance that you might fail. It moves. landing with a crash on the metal floor. Turn to Module 4. then a light appears in the distance. Marksmanship 1 Size: 2 Move: 2 Determination: 2 Equipment: blaster (ranged weapon. Opening the door will be a real test of your strength. The TARDIS is obviously on the point of dematerializing. you cannot make the door budge. The longer you gaze at the winking displays. Make a note of these abilities: Drekkar Abilities and special abilities Strength: 2 Control: 3. metal skin (counts as Armour 5) 29 . turn to Module 2. you manage to push the door open. Module 9 You throw yourself through the door. suggesting that you are in a cavernous void. You do not wait to find out how quickly it recovers: you run into the darkness. If the result is equal to or less than the difference. If the result is equal to or less than the difference. If the result is greater than the difference. turn to Module 10. You feel your willpower dwindling and shrivelling while your mind is filled with comforting thoughts of order and obedience.DOCTOR WHO — TIME LORD ability of 2 gives it a total ability of 3 when attempting to control you. Consult your character sheet and calculate this difficulty. Module 5 You simply cannot work out how to shut down the dematerialization sequence. Subtract this figure from the difficulty to find the difference that the Drekkar has to beat. You become a brainless slave. metal-encased humanoid. You squeeze through the half-open door. turn to Module 6. It approaches slowly and you can make out the shape of a tall. Suddenly you remember that the TARDIS cannot dematerialize if its doors are open. Roll two dice. Turn to Module 9. Module 7 You zigzag towards the Drekkar. try to beat the difference. Subtract the lowest number from the highest. Subtract the lowest number from the highest. The Drekkar topples slowly and silently. but only a little. turn to Module 12. so the control box has to beat the difference to subjugate you. trying to prevent it taking aim at you. If the result is greater than the difference. Your Determination is higher than 3. You will find out later — perhaps — that the creature is known as a Drekkar. If the result is greater than the difference. and the lights fade as every other circuit in the TARDIS seizes up in sympathy. on behalf of the Drekkar. It has a Strength of only 2. Now. the occurrence of which is beyond the scope of this small solo game. The Drekkar has stopped moving. the more confused you become. If your Strength ability score is 5. Module 6 You cannot resist the power of the control box. the difference is zero (5 minus 5 equals 0). Wounds 6). Module 8 The Drekkar is less impressive than it looks. The Drekkar tries to shoot you: the difficulty of this task is your Size plus your Control plus the difficulty arising from the range. the time rotor slows and stops. Make a note of this value. the Drekkar’s shot misses you.

it lifts some sort of gun and points it at you. The damage you inflict is equal to the Wounds rating of your weapon. but Jamie’s Edged Weapons special ability will add 2 to his total ability because he is using his dirk. As it stops. Module 14 Your attempt to recover from your wounds has failed. Congratulations are in order. the Drekkar. the Drekkar misses and you get your turn to attack. ‘There you are last!’ says the Doctor’s unmistakable voice. Every circuit in the TARDIS is failing. at least for the time being. however. Module 15 You try to strike the Drekkar. there is always the possibility that the referee would arrange for someone — the Doctor. however. find my body. If you decide to attack. your sigh of relief turns to an exclamation of alarm. You have to find the Doctor. Module 13 Your fingers stab uncertainly at the controls. and you are close enough now to hear its muted curse. Turn to Module 9. If the result is equal to or less than the difference. but you can take no further part in this adventure. turn to Module 15. If you carry on running past the Drekkar and into the darkness. Turn to Module 19. turn to Module 4. As the mental pressure recedes. as a Drekkar is quite large. The lights are fading fast. This is a basic combat situation and the difficulty of your task is calculated very easily: the difficulty is the Size. Consult your character sheet. you become aware of a familiar voice intruding into your mind. Module 11 You hurl yourself towards the Drekkar without thinking about dodging. Now run along. but you remain unconvinced. In a full game of TIME LORD you would be given further opportunities to try to recover and. of your target which in this case is 2. you throw the door switch before all the power disappears and the doors inch open. but there is no reply. You have no idea what is wrong with the TARDIS. the Drekkar’s shot hits you. You would probably survive. The control box is unable to overwhelm your will. You can seize your chance to attack it or to run clear. And do hurry up about it. When the Drekkar is about three metres away from you. You present quite an easy target for the creature: the difficulty of its task is your Size plus the difficulty of shooting at the distance between it and you (1). but even as you charge you see a spurt of light from the muzzle of its weapon. You hold your breath: the time rotor begins to slow. and make a note of it. and put my mind back into it. Module 10 A bolt of blue energy from the Drekkar’s blaster flashes past your head.’ Reuniting the Doctor’s mind and body is a task that takes us beyond the confines of this brief game. but can you penetrate the Drekkar’s armour-plating? The Drekkar’s metal casing has a protection value of 5. turn to Module 2. Your total ability is your Control plus any relevant special ability if you have one. The weapon jerks upward in the creature’s claw. The Drekkar’s total ability in this situation is its Control of 3 plus its Marksmanship special ability of 1. If the result is higher than the difference. You have only two choices: run (turn to Module 16) or attack (turn to Module 3). and that’s ten minutes too long as far as I’m concerned. but you know you cannot repair it by yourself. so there is no difference to beat: you automatically hit the Drekkar. Turn to Module 19. calculate this difficulty. ‘What kept you? I’ve been trapped inside this mental imposition machine for at least ten minutes. a total of 4. Subtract the lowest number from the highest. of course. Module 12 Persuasive images of order and obedience to a higher cause batter your brain. You feel your way through the darkness to the door. a passerby — to give you medical attention. Roll two dice on the Drekkar’s behalf. for you have taken your character out of the erratically behaving TARDIS. Just in time. Turn to Module 15. He sounds distinctly peevish. or relative smallness.) Your total ability is greater than the Difficulty. (Tegan’s Marksmanship special ability will not help her to use a laser cutter. Subtract this from the difficulty to produce the difference that the Drekkar has to beat to hit you. encountered a Drekkar guard and successfully thrown off the effects of a mind-controlling machine.DOCTOR WHO — TIME LORD You call out a greeting. but your weapon inflicts only 4 Wounds — less than 30 .

turn to Module 4. 31 . Go back to the beginning and try again! Module 19 We have to leave Switchback at this point: if we printed the entire adventure there would be no room for anything else in the book. turn to Module 2. close combat and ranged combat. which is full of information for referees. A NOTE FOR PROSPECTIVE REFEREES By now you know the basic concepts behind TIME LORD. But you could be anywhere in time and space. this adventure is at an end. Add your Size to the difficulty of firing at the distance between the Drekkar and you (now 2). You find yourself staring into the smoking muzzle of the energy weapon. much of which will be very useful to you as a player. Don’t be put off by the number of calculations you have to do during Switchback: this is a solo game and you have to do the work of both player and referee. This small extract from an adventure includes: the use of an ability to attempt a simple task. or will you throw yourself into combat against the Drekkar in another frontal attack (turn to Module 11)? Module 18 You are trapped in the TARDIS and you cannot prevent it from dematerializing. minus the difficulty caused by its movement (1) — a total of 3. the Drekkar’s shot has struck you. using first one character and then the other. recovery from wounds. you will find that you learn a great deal about the mechanics of playing TIME LORD. Module 16 The Drekkar has a Move ability of only 2. If the result is equal to or less than the difference. your weapon slides harmlessly across the creature’s armour. and frequent use of the basic rule of TIME LORD: beat the difference. Part Three and Part Four of this book will provide you with a wealth of further information about the game and about the DOCTOR WHO universe. your blow penetrates the Drekkar’s Armour. The result (1) is the difference that you have to beat. the use of an ability to resist a mental attack. The result is the difficulty of the Drekkar’s task in hitting you. the referee would know the difficulty of each task your character might attempt. But if you play through this solo game a few times. however. It merely continues to bring its blaster to bear on you. you should now be ready to play a character in a game of TIME LORD if you have read and understood everything up to this point.DOCTOR WHO — TIME LORD the Drekkar’s Armour. which is a detailed exposition of the TIME LORD rules. Your Move ability is 3 and in this situation your Running special ability of 1 also proves very useful! You can easily outdistance the Drekkar. The Drekkar has to beat this difficulty of 3 to hit you. Roll two dice. for the moment. If you were playing the character of Tegan or Jamie in a real game. but as it lumbers after you it takes a shot at you with its blaster. The Drekkar’s total ability is its Control of 3 plus its Marksmanship special ability of 1. Roll the dice and subtract the lowest number from the highest. All you would have to do is to roll two dice! A NOTE FOR BEGINNERS Even if you had never heard of DOCTOR WHO and role-playing games until you started reading this book. But don’t start rushing to design your own adventures just yet. and then you should study Part Five. Will you try to dodge the next pulse of energy (turn to Module 7). If the result is greater than the difference. and you know the TARDIS has come to rest. You will just have to hope that the Doctor finds some way of rescuing you. Subtract this total from the difficulty to produce the difference — the answer should be 3. whether you are playing Jamie or Tegan. Subtract your weapon’s Wounds from the Drekkar’s Armour of 5. turn to Module 17. Now let’s plunge into Part Three. If the result is greater than the difference. Otherwise the pulse of blue energy crackles harmlessly past you. You will need a thorough understanding of Part Three and Part Four of this book. many examples of the effects of different abilities on the balance of play. Module 17 No emotion shows in the Drekkar’s face as your weapon skids uselessly across the metallic plates of the creature’s armour. the relevant ability of your character and therefore the difference you would have to beat. turn to Module 8. Eventually the time rotor slows to a stop. Subtract the lowest number from the highest.


USING DICE Role-playing games can be complicated affairs. He succeeds — in effect he beats the difference — if the result on the dice is greater than the difference between his ability and the difficulty. Control. enhances a character’s Control in combat and First Aid enhances a character’s Knowledge when trying to heal an injured person. and his player does not have to roll the dice. Move. where 1 indicates a low aptitude for the subject and 6 indicates a high aptitude. Tegan and Nyssa are trying to catch up with the Doctor. but Nyssa is finding it tough going in her Traken court shoes. Weight. The lowest number rolled is subtracted from the highest. how to use the dice. only the referee knows the difficulty and therefore the difference that must be beaten. Whenever the rules ask a player to beat the difference.DOCTOR WHO — TIME LORD BASIC CONCEPTS TIME LORD is a simple yet sophisticated game that has a few basic mechanisms on which the rules rely. The best result is 5. A character whose ability is greater than the difficulty automatically succeeds. He compares the numerical value of the character’s ability with the difficulty and makes a note of the difference. It is the referee who needs to have a more thorough grounding in the system. Experienced role-players will probably find that much of the structure of the game is familiar to them. however. His player rolls the dice with the aim of beating the difference between the difficulty and the character’s ability. Both dice are always rolled together and the result is always determined the same way. Each of a character’s abilities is assigned a numerical value. The rules of TIME LORD. usually 1 or 2. typically from 1 to 6. can largely make do with knowing only the few rules in this chapter. using many-sided dice in different ways to determine the outcome of events. BEAT THE DIFFERENCE The dice always have to be rolled if the character’s ability is equal to or less than the difficulty. so this chapter is still recommended reading! ABILITIES Abilities simply represent a character’s physical or mental capabilities. In most cases. in which case they should feel free to play after only skimming the rules. Rules in subsequent chapters can be skimmed by players to glean some knowledge of the game’s workings. It is important to understand what is meant by abilities. Players and the referee should read this chapter carefully. judging from the scuff marks in the soil on both sides. players should trust his judgment. that the referee may tell him to roll the dice just for dramatic effect: the player. it means the dice must be rolled to beat the difference between the character’s ability and the difficulty of the task he is attempting. does differ from many games in that the dice do not always have to be rolled to determine whether a character’s actions succeed or fail. only the value of the special ability on its own should be used: the value of the common ability is not added. the referee will often ask players to roll the dice to determine whether their characters’ actions succeed or fail. aim to make the game as simple as possible: only two sixsided dice — the type that can be found in a game of Monopoly or Risk — are used. Special abilities typically have low values. for example. it is one of the eight abilities that are common to all characters: Strength. He fails if the result is less than or equal to the difference. Determination and Awareness. TIME LORD uses the difference between the numbers. the worst result is 0. the result is 0 if a double 6 is rolled. after all. and Tegan’s player decides they have to jump it to follow him. The result of rolling 1 and 6 is 5. the referee needs to set aside time to read the rules at least once. because their values are added to the appropriate common abilities instead of being used on their own. Unlike most other games. Tegan is coping admirably in her flat-soled air-stewardess’s shoes. the result of rolling 3 and 4 is 1. how distance and movement affect game play. Whatever the character is doing is well within his ability to accomplish. who has sprinted off ahead of them across rough terrain. There is a chance that the character may fail because he is attempting something that is beyond his ability. To make it clear which value should be used. TIME LORD. Knowledge. however. 33 . A special ability is an ability that enhances one of these eight common abilities: Marksmanship. Players. Size. where the numbers on the dice are added together. and how to take turns before trying to learn the rest of the rules. If the rules say special ability. or have it explained to them by someone who knows the rules. does not know the difficulty he has to beat and rolling the dice introduces an element of doubt. however. and this value is known as the result. He decides how difficult it is to succeed and assigns a numerical value from 0 to 10 as the difficulty. They are confronted by a chasm that the Doctor has clearly jumped. In the course of the game. however. It is possible. Where TIME LORD refers to a common ability. TIME LORD uses total ability to indicate that the sum of a common ability and an appropriate special ability should be used. They indicate what he can or cannot do in terms of TIME LORD’s rules.

When the referee draws up a plan of a location for the players he should divide it into areas. Figure 1 Figure 2 Barbara Ian Barbara Dalek Ian Daleks Figure 1: Eleven square notelets have been laid down in staggered lines to start a chase scene. such as plastic tiddlywinks. 34 . especially if the characters are running across countryside. Special features such as furniture or trees can simply be drawn on the notelets. for example. Counters. Both characters have Control 4. could be represented by nine notelets arranged in the right shape. DISTANCES TIME LORD uses neither metres nor yards to determine the distance between objects or the distance that characters can travel in a certain time. Ian is at a range of two areas from the Daleks. benches or trees. Figure 2: Areas. A nine-area location. such as those about 10cm square used for telephone messages. Each square represents one area and in play is formed by using a square telephone notelet — or a beer mat! Barbara is at a range of one area from the Dalek. and has decided the relevant ability to use is Control. Miniature figurines can be used instead of counters — there is a wide selection of different types and makes available from specialist games shops. however. Ludo counters or coloured pieces of cardboard.DOCTOR WHO — TIME LORD The referee has allocated a difficulty of 4 to the jump across the chasm. The notelets should be arranged so that each row of squares is staggered. Distance in TIME LORD is measured in areas. just as one square on the board can contain a number of playing pieces. Instead of drawing up a plan. Sometimes. so Nyssa’s player now needs to beat a difference of only 0. This distance is the range. One area can contain a number of characters. It also affects the chance of spotting something or someone concealed in an area. An area is best thought of as being similar to a square on the board of a game such as Monopoly or Risk. it helps to have a visual representation of the action so that everyone knows where everyone else is and does not feel unfairly treated because they cannot see what is going on. Barbara is at a range of four areas from the Daleks. The distance to an object or a person in areas affects the difficulty when a character tries to use certain abilities. The referee should sketch a bird’s-eye view of the characters’ surroundings. all the plan has to do is allow players to envisage where they are. Characters can move from one area to another during their turns: some characters may be able to move further than others depending on their abilities. After Tegan successfully leaps the chasm by rolling a 3 and a 1 to get a difference of 2. Objects in the same area. therefore. tables. and mark on key objects such as the TARDIS. Tegan’s player has to beat a difference of 0 for his character to make the jump. Nyssa’s player decides that it is foolish to try the jump in shoes. which he makes 5 in Nyssa’s case because he knows she is wearing unsuitable shoes. Range is measured as the distance from one object to another. The ideal ones are made of metal and are 25mm to 30mm high. Ian is at a range of two areas from the Dalek. are at a range of 0. can be placed on the plan to show indicate the position of each character and enemies such as Daleks. More notelets can easily be added to a location to maintain a sense of distance. however. In buildings. The referee lowers the difficulty to 4. not including the area that the first one is in. most areas will be about 3 metres by 3 metres — enough space for five or so people to move about and exist comfortably in. The scale does not have to be accurate. COUNTERS AND FIGURES Role-playing games such as TIME LORD do not have boards and can be completely played out in the imaginations of the players and referee. and is used in combat to modify the chances of hitting someone with a gun or blaster. An area purely indicates a tactically important space. more could be added to allow Ian and Barbara to run in any direction from the Daleks. however. and leaps. takes them off. The area just groups characters together to indicate the proximity of one to another. but Nyssa’s player needs to beat a difference of 1. they contain lead and are not recommended for small children. whether it is outdoors or indoors. This is especially so if the characters get involved in a fight. Areas do not have a fixed size or shape: the referee decides how big they are and can even choose to have areas of widely differing sizes and shapes. referees and players may find it more convenient to represent a location using a number of tear-off square notelets. objects in adjacent areas are at a range of 1.

He still moves in the direction he intended. shingle beaches and bracken-covered or gorse-covered moorland. Each area of easy terrain has a difficulty of 1. Most humans have Move 3. a turn is used to determine what all the players can do in the same amount of time. work themselves out without anyone having to tell the participants what they can or cannot do. A character who wishes to move from one area to an adjacent area faces a difficulty of 1. say. stony ground of a typical chalk pit all increase the difficulty of moving. A character with Move 3 who wished to travel five areas would have to beat a difference of 2 to succeed. such as shooting a gun or evading an attack. scree and the rough.DOCTOR WHO — TIME LORD MOVEMENT The distance that a character can cover in one turn depends on his Move ability. overgrown woodland. A character with the Driving special ability adds his Driving to the Move of. TURNS Even a small group of people can cause an immense amount of confusion in real life if all of them decide to do something different at the same time. Move works the same as any other ability. but is assumed to have stumbled or tripped in his effort to move faster. his character moves only the number of areas he could ordinarily travel without needing to roll the dice. It follows that any character can move a number of areas less than his Move in a turn: a character with Move 3 can move up to two areas. flat ground such as short grass or indoors. water. He would need to roll a difference of 3 or more on the dice. If the player fails to beat the difference. however. stairs are only a minor handicap to the Doctor and his companions. however. pavements. roads. Each area that a character moves presents a cumulative difficulty. Research turns mark the progress of time during an adventure. each area presents a difficulty of 1 to the character’s movement. because some characters may find certain types of terrain more difficult than others. floors in buildings and open woodland. Some of these special abilities are added not to the character’s move but to the Move of a vehicle. Obstructed terrain has a difficulty of 2 an area and includes jungle. A character who travelled across two areas of even ground (difficulty 1) and one area of scree (difficulty 2) would face a total difficulty of 4 to get into the scree-strewn area. Daleks. The character may not have another action whether he succeeds or fails in his attempt to move further than normal. Most companions have the special ability of Running — most of them have plenty of opportunities to practise this skill in their adventures with the Doctor. In this way. Work that takes a long time to accomplish. although it may take more or less time than that to resolve the actions which take place during such a turn. On ordinary. A character’s Move. is regulated by research turns. A character who wishes to move a number of areas equal to or greater than his Move ability must beat the difference between the cumulative difficulty of the terrain and his Move. There are two types of turn: the action turn and the research turn. Such a character may still have an action in that turn. Easy terrain includes open flat ground such as parkland. is not the number of areas he can move: it is purely his ability to cover distance. hills. such as strong underwater currents or virtually impassable terrain. The difficulties given for terrain are only guidelines. play then passes on to the next person. 35 . TERRAIN Not every piece of ground is easy going: long grass. can levitate up or down stairs. Areas of terrain with a difficulty of 3 are rare. Each research turn represents 15 minutes of real time. If a character uses such a special ability it counts as his action for the turn. although the First Doctor has Move 2 to account for the limitations of that particular generation. loose sand. a car or motorbike to travel further than normal. but this requires phenomenal amounts of energy and is accomplished only slowly. Difficulties as high as this are usually assigned by the referee to represent extraordinary situations. a character who wishes to move three areas faces a difficulty of 3. such as scientific research or clearing away the rubble from rockfalls and cave-ins. for example. This counts as the character’s action for the turn. The effects of terrain are always cumulative. An action turn represents the passing of only a few seconds — the exact amount of time is not important because any activities that take place in action turns are quickly resolved. Action turns are used to regulate hectic action such as combat or chases where the second to second decisions of the players and their opponents quickly change the situation. In TIME LORD. TIME LORD is a game. where progress is likely to be slow. Their actions and reactions to other people. however. mud. A character may have special abilities that enhance his Move ability. Conventional boardgames usually use a turn to limit what one person can do. A character with Move 3 and Driving 1 would have Move 6 if he drove a Move 5 vehicle. and needs to regulate characters’ actions so that the players and the referee know what happens and when it happens: TIME LORD does this by using turns.

It is the referee who uses research turns to mark the players’ progress through an adventure and to determine when events happen. It may be that the referee has to rule it is impossible for a character to achieve all that his player wants him to do in one turn. In this way it is possible for characters to close on an enemy and attack. ACTIONS Each character can in general use only one ability during a turn. the results are worked out and then applied simultaneously. The players say what they want to do in a turn and the referee works out what this means in terms of actions. such as Control. 36 . Each player says what he wants his character to do when asked by the referee. Movement is an exception to the number of abilities that can be used in one turn.DOCTOR WHO — TIME LORD Players will usually only be aware of action turns during the game. Running or Science. Their characters’ actions are predominantly of the moment. and the use of such an ability is called an action. such as the time that a bomb is due to go off or the point at which invasion fleet of an alien menace arrives. A character who wants to shoot someone uses his Control or Marksmanship abilities. It is possible for a character to travel a limited distance — less than his Move ability in areas — and still use another ability. Most of the time it is possible to express what a player wants to do as the use of one of his character’s abilities. or even to flee from an enemy before firing. one who wishes to analyse a plague virus uses his Science ability. The referee decides when one turn ends and the next one begins. There is no set order of events in a turn. Marksmanship.

The ability is also a measure of a character’s endurance. his powers of deduction and so on. An animal such as a horse has a Move of 4. All objects also have Weight abilities which determines how easy they are to pick up or carry. WEIGHT Weight is a measure of the mass of a character. Size. a large adult would be Size 3. It is important to understand that the bigger a character’s Size ability. The ability is not measured in pounds or kilograms. Weight and Move. A character with high Knowledge would typically come from a point in Earth’s future. If the Doctor has to analyse the weakness of an enemy so that he 37 . These rates of movement. Abilities represent a character’s muscular power and toughness. hand to eye co-ordination and whether the character is clumsy or articulate. as does a Cyberman. it also determines his defence against attacks from opponents. Most human characters have a Weight of 4. Eight abilities are common to all characters: the physical abilities of Strength. The ability is typically used to determine whether a character can crawl through ventilation shafts or narrow openings. The ability roughly indicates the type of civilization that a character comes from because it summarizes the experience a typical person from a particular time and place might be expected to have. the rules assume that most targets are the same size as an average person: Size 3. When the Doctor explains a complicated scientific principle it is the character’s Knowledge ability that determines whether he understands the concept. and how quickly the character recovers consciousness or heals once he is wounded. each value represents a broad range of mass. with six being the best. A small or lightly built human would have a Weight of 3. Abilities not only indicate what a character can do. and the mental abilities of Knowledge. It represents suppleness. MOVE Move is the character’s ability to cover distance and is determined by the character’s species. the smaller he is: Size is just a measure of relative smallness. are Size 4. SIZE Size indicates a character’s height and build. would find it harder to pass through the narrow openings that small or slightly built companions such as Jo Grant and Ace could wriggle through. a heavily built human would have a Weight of 5. It is his ability to lift and push objects as well as to withstand injury and to damage opponents in hand to hand combat. Big people. A character from the future. KNOWLEDGE Knowledge is a character’s ability to recall and understand information and to make sense of science and technology. The ability is as much a guide to fitness as it is power. need not have a high Knowledge because a character could come from a regressive background: the Doctor’s companion Leela. STRENGTH Strength is the character’s muscular power. say Size 2 or 3. both species move at about the same speed. a human mounted on a horse would therefore be able to travel at the horse’s rate rather than his slower speed. such as the twenty-first century. The ability is mainly used to determine how easy it is to hit a character. where the Size of the opening is the difficulty of squeezing through. Strength is the ability used to determine whether poisons take effect. for example. Small adults and children. It determines how easy it is to physically pick up the character and whether the character will fall through fragile floors or set off weight-sensitive traps. for example. are slow. The ability determines how accurate the character is at firing guns or striking with his fist or a melee weapon. for example.DOCTOR WHO — TIME LORD ABILITIES What a character can or cannot do in TIME LORD is determined by the abilities that define his physical and mental powers. Low Knowledge. Strength determines the length of time for which a character could keep running while pursued by an enemy as well as how long he could hold his breath under water. might indicate a character from a primitive background such as medieval Europe or even Roman times. however. Each ability has a numerical value of one to six. is a savage yet is descended from technologically minded ancestors. Control. they are also a measure of his resistance to another character’s abilities. By default. his agility. however. so a character can be short and fat or tall and thin yet still have the same Weight. A human has a Move of 3. Determination and Awareness. CONTROL Control is the measure of a character’s agility. Particularly old or feeble characters may have a low Move to represent their frailty. Control is the ability used when a character has to leap chasms or climb trees or mountains. however.

Special abilities will often indicate quirks of behaviour that can be highlighted. Cowards or natural survivors usually have a low Determination. Each one is a specialization of one of the eight basic abilities. the value of a special ability is rarely used by itself. it is the character’s Awareness that decides if he succeeds or fails. The appropriate ability for this challenge is Control and the referee 38 . called special abilities. These special abilities typically have a value of 1 to 3. Awareness also gives a character the chance to hear an enemy or creature that is creeping up behind him. sports and work. Determination is used to decide whether a character is influenced by the words or actions of another character. in addition to the eight common abilities: special abilities represent extra skills or areas of knowledge that have been learned through hobbies. When facing the Master. The ability of Marksmanship. Determination is the ability that decides whether the character faces it bravely or is terrified by its presence. Knowledge also is a character’s ability to believe or disbelieve in the improbable. so she decides to jump up to get a hand hold. Great orators and diplomats would have high Awareness. He is trying to influence their behaviour. He succeeds if the difference between the numbers rolled on the dice is greater than the difference between the difficulty and the character’s ability. All abilities give the players information that can be used to develop the personalities of characters. The character automatically succeeds if his ability is greater than the difficulty: the challenge is judged to be easily within his ability. a character has a chance of succeeding or failing in the attempt. A character who is negotiating with other characters also uses the Awareness ability. this chance of success or failure depends upon his abilities. A special ability enhances the appropriate common ability when it is used. The player whose character is attempting the challenge compares the character’s ability with the difficulty. DETERMINATION Determination is a character’s mental resolve.DOCTOR WHO — TIME LORD can develop a gadget to exploit it. When a character is searching for a hidden opening mechanism for a door or is trying to identify whether a group of people in the distance includes friends or enemies. Anyone who enters the TARDIS for the first time will find their Knowledge tested. his Knowledge determines how long it takes him to solve the problem. Marksmanship. OTHER ABILITIES Most characters have other abilities. The player has failed to beat the difference. or they can be unusual natural talents. for example. Whatever the nature of the challenge. it is Knowledge that gives the characters a chance of remembering or thinking of such details. HOW TO USE ABILITIES Characters in a TIME LORD adventure will often be faced with challenges that they must overcome to progress further. a skill which relies upon his ability to interpret their mood and upon his communicative skills. High Awareness is also a characteristic of streettraders — people who are used to haggling about the prices of goods. would be appropriate for a character whose hobby is rifle-shooting or who had been in the army. The referee decides which of a character’s abilities is appropriate to a challenge and also how hard it is to accomplish: this is the difficulty. The character fails and must suffer the consequences if the difference rolled on the dice is less than or equal to the difference between the difficulty and the character’s ability. AWARENESS Awareness is a character’s ability to react to his environment. In effect he must beat the difference to succeed. There is a chance that the character may fail if the difficulty of the challenge is greater than or equal to his ability. Determination is also the ability used to resist mind-controlling machines or to engage in psychic conflict. The challenge may be to build an electronic device to defeat an enemy or simply to leap a chasm that runs across the only route to a destination. Knowledge also provides inspired insight: when the characters have done everything they believe is necessary to overcome an enemy and the referee knows there is something they have missed. If a character encounters a hideous creature. It represents the character’s senses and his ability to communicate. It represents his ability to stick at something despite adversity. Even by moving furniture she cannot quite reach the sill. it is a character’s Determination that enables him to resist being hypnotized or to remain unmoved by the Master’s entreaties. Indomitable Will is added to the a character’s Determination to resist attempts at hypnotizing him. for example. increases a character’s Control when he fires a gun. Guidelines on assigning difficulties are given in the referee’s section. it is the ability to doubt. and the player must roll the dice to determine whether the character succeeds or fails. someone who habitually carries lots of junk in his pockets might have the ability of Resourceful Pockets. Jo Grant is locked in a room which has a high window. whether by speaking or through writing or art.

Animals will regard such a character as friendly. Animal Empathy [Awareness] A character with the animal empathy ability gets on well with animals and can persuade timid ones to approach him. The person playing Jo needs to beat a difference of 1 on the dice to succeed. Bargaining [Awareness] Bargaining is the ability to obtain a fair price for goods or services.DOCTOR WHO — TIME LORD decides that it deserves a difficulty of 4. The character may have to dress appropriately to be convincing in the role. so a character with Animal Handling could be an exotic dancer whose act includes snakes! Archery [Control] Archery is the ability to shoot accurately with a bow. Artist allows a character to draw sketches of objects or people which will be generally recognizable and of the right proportion. hungry predator can be dangerous. however. Acute Hearing [Awareness] Acute Hearing enables a character to hear quiet sounds that other characters might not notice. SPECIAL ABILITIES The special abilities listed here are those skills or talents most likely to be encountered or used by the Doctor and his companions. Animal Handling [Determination] Whether as an animal trainer. Jo has Escapology 2 and Control 3. tigers or elephants. whether it is a longbow or a crossbow. is effective only if each person involved can communicate with the other. Such a character could. A character with Astrogation knows how to use the advanced instruments necessary to set a course or to identify locations in space. A character with Leaping. one with Escapology could apply the ability if he were held captive and tied up with ropes. She does not use the Escapology value of 2 on its own because it is a bonus that is added to her Control. such as an assailant approaching stealthily from behind or the gentle hiss of knockout gas escaping from a container. for example. which gives her a total ability of 5 if she is held prisoner and tries to wriggle free of her bonds. given time. The common ability that each one enhances is given in brackets. although even a friendly. which means the difference is 1. USING SPECIAL ABILITIES Sometimes a character will be faced with a challenge that is appropriate to one of his special abilities. Acting [Awareness] Acting allows a character to play the part of another person. the character has experience of handling animals such as horses. The bow’s Wounds rating is used instead of the character’s should an arrow hit its target. an advanced form of navigation that allows explorers to find their way around the universe. either by mimicking that person’s voice or by physically impersonating him. a circus performer or a zoo-keeper. The value of the special ability is added to the appropriate ability and the total is used to determine whether the character succeeds or fails. Artist [Awareness] The Artist ability means the character can paint or draw well according to the concepts of art of his time. The character has a second chance of making a gadget work using his Bench-thumping ability to determine whether he is successful. Astrogation [Knowledge] Pilots of spaceships would be lost without Astrogation. A character with the Bargaining ability has an intuitive feeling of an object’s worth and has the negotiating skills to obtain the right price. teach them to do tricks: he knows an animal’s habits and instinctively knows how it will react in certain situations. 39 . Bargaining. lions. The ability extends to reptiles. Bench-thumping [Control] Anyone who can get a television set to work by hitting it or persuade a gadget to work by thumping the laboratory bench in exasperation has the Bench-thumping ability. Jo’s Control is 3. could use this ability to help him jump a chasm. It is not a skill that can be used on its own: anyone who resorts to Bench-thumping must first have tried to repair or make an object using an ability such as MacGuffin.

DOCTOR WHO — TIME LORD Table 1: Common abilities and special abilities STRENGTH Cheat Death Iron Constitution Pain Resistance Quick Recovery Regenerative Powers KNOWLEDGE Astrogation Computing Cryptanalyis Cybernetics Detective Powers Electronics CONTROL Archery Bench-thumping Blunt Weapons Brawling Dancing Edged Weapons Escapology Fast Reactions Fisticuffs Gymnastics Juggling Leaping Lockpicking and Safecracking Marksmanship Martial Arts Mountaineering Sense of Balance Sleight of Hand Sports Stealth Thrown Weapons MOVE WEIGHT No special abilities Driving Piloting Riding SIZE Contortionism Running Sailing Swimming 40 Engineering Explosives First Aid History Law Linguistics Mathematics MacGuffin Mechanics Medicine Navigation Occultism Photographic Memory Poisons Pseudoscience Robotics Science TARDIS Temporal Science Transmat Wilderness Lore DETERMINATION Animal Handling Command Gloating Hypnotism Independent Spirit Indomitable Will Strong Passion AWARENESS Acting Acute Hearing Animal Empathy Artist Bargaining Bureaucracy Con Disguise Eloquence Gambling Intuition Keen Sight Musicianship Precision Refined Palate Resourceful Pockets Screaming Sensitive Nose Serendipity Singing Striking Appearance Tracking Ventriloquism .

Cybernetics [Knowledge] Cybermen are the undisputed masters of Cybernetics. Players who have characters with this skill should try to think of clever manoeuvres to exploit an opponent’s weaknesses. With the right tone of authority it is possible that a character who shouts an order can convince anyone who is trained to obey commands to do as he wishes. Cheat Death extends the range of Wounds at which a character is seriously wounded. can take 6 Wounds before dying. The ability allows a character to build cybernetic parts and devices which imitate other abilities. Whether the character is skilled at formal court dance of the 15th century. in combat. for example. A character in this state. Command [Determination] The ability to give orders is hereditary among nobility and is vital to army officers. or make the player solve it using his own brainpower with the help of a few hints to reflect the character’s Cryptanalysis ability. Contortionism [Size] Contortionism is the ability to make a character’s build smaller by dislocating joints and twisting the body to occupy less space. A character with Strength 3. it could also be used to misdirect people by persuading them that a source of danger is in a different place from its real location. Cryptanalysis [Knowledge] A character with Cryptanalysis is adept at formulating and breaking codes. Brawling [Control] Brawling is the dirty tricks form of close combat where anything goes. In effect. may not dodge in combat. have also studied the subject. Anyone who contorts their body using this ability has a Size equal to his usual Size plus their Contortionism. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. his peers at least will recognize his talent. Referees can choose to have the character solve a code by simply rolling the dice.DOCTOR WHO — TIME LORD Blunt Weapons [Control] The Blunt Weapons ability allows a character to use any blunt weapon. Human scientists. such as a club. Cheat Death [Strength] A character with the Cheat Death ability is either lucky or has a strong will to live. however. mace or walking stick. Cheat Death enables a character to survive damage that would ordinarily kill most people. such as a replacement eye which would allow the character to see infra-red light. Computing is also a character’s ability at cracking computer security. Computing [Knowledge] Computing is the ability to use computers to elicit information as well as to program them. however. Con [Awareness] Con is the ability to pull the wool over other people’s eyes. 1960s go-go or 1990s house. such as salute or shoulder weapons. 41 . Cheat Death increases a character’s Strength when determining the number of Wounds that cause death. A character can use Bureaucracy can be used confuse lesser bureaucrats by implying that he knows procedure better than they do and sending them off to do pointless tasks. the use of mechanical and electronic components to replace organic limbs and organs. It gives the character the skill to use improvised weapons such as chairs and vases at an ability higher than his Control: the character’s Brawling is added to his Control to give his combat ability. Cryptanalysis might prove useful in addition. The Con ability might be used to convince security guards that the character is really a friendly agent in disguise. Dancing [Control] A character with the Dancing ability can co-ordinate his movements to look graceful or at least vaguely with it on the dance floor. quarterstaff. Bureaucracy [Awareness] Civil servants are masters of Bureaucracy: they are able to bamboozle ordinary people with the complexities of red tape and equally they are able to slice through bureaucratic restrictions to speed progress through the ranks of a large organization. one with Strength 3 and Cheat Death 1 can take 8 Wounds before dying.

A player whose character is told vital information may forget it during the course of the game: if the character has Detective Powers then that player should be reminded of this information when it becomes important again. plastics and ceramics and how such properties can be employed in construction. and a character with this ability will rarely put a foot wrong when addressing important people. When a character with Fast Reactions encounters another character with Fast Reactions. it indicates that a character knows how to handle badly injured patients. Ace is the Doctor’s companion who knows most about explosives. On an immediately practical level. it allows a character to assess how much time it will take for pursuers to cut through bulkheads or airlock doors. Nitro-nine has proved usefully destructive at times. Edged Weapons [Control] The Edged Weapons ability allows a character to use any weapon with a cutting edge or stabbing point such as a sword. for which a character needs Acting. axe or spear. With this ability a character can effectively change his height. Driving [Move] Driving allows a character to control vehicles such as cars. Engineering [Knowledge] The Engineering ability gives a character an understanding of the physical properties of materials such as metals. contortionism. Disguise [Awareness] Disguise is the ability to change a person’s appearance using masks. Jo Grant learned Escapology as part of her training as a UNIT agent. It is also the ability to develop new types of explosive. stance and mannerisms so they are unlike his own or like those of someone else. It implies a knowledge of procedures. The Master frequently disguises other people to resemble himself so he can make his getaway. Fast Reactions would allow a character to strike another in combat and resolve the effects before his opponent had a chance to strike back: it breaks the rule that all combat is simultaneous. The weapon’s Wounds rating is used instead of the character’s should the weapon hit a target. and how to build new ones or alter existing ones. It combines subtle body movements. Explosives [Knowledge] Explosives is the ability to place explosive charges and bombs in the position where they are likely to do most damage. motorbikes. Fast Reactions [Control] A character with Fast Reactions can act before any character without this ability. nitro-nine. the one with the highest special ability reacts first. A character who wished to tilt the car he was driving so that it could pass through a narrow opening would need to have the Driving ability. First Aid [Knowledge] First Aid is the commonsense application of life-saving techniques or medication to keep an injured or unconscious person alive or prevent him from getting worse. It does not include the ability to sound like another person. she developed her own. make-up and clothes so he resembles someone else. lockpicking and knowledge of knots so that the character is in the best position to escape from his bonds once his captors are no longer paying attention. Escapology [Control] Escapology is the ability to escape from bonds such as ropes or chains. Electronics [Knowledge] Electronics is the ability to understand electronic components and circuits.DOCTOR WHO — TIME LORD Detective Powers [Knowledge] Detective Powers is the ability to notice tiny clues and to remember countless pieces of information which can later be pieced together to explain other characters’ motives and actions. Eloquence [Awareness] Eloquence is the ability to use the correct form of address when negotiating with nobles. Driving also allows a character quickly to familiarize himself with a strange vehicle. A character uses his total ability of Knowledge 42 . First Aid is the ability to bandage and splint injuries. although even she found some knots were difficult to untie quickly. what they do. jetbikes and hovercraft in difficult manoeuvres. although the Doctor usually frowns upon its use.

’ Independent Spirit [Determination] Anyone with Independent Spirit is not easily persuaded to do things against their will: although they may be asked or told to do something. Someone may have been in a room before he entered or that person might still be there. but heals only an amount equal to his special ability on its own. or they may be able to do it just through the power of words. they will usually rebel and follow their own course of action. giving his captives time to formulate a particularly cunning plan of escape. for example. Gymnastics [Control] A character with Gymnastics is supple and fit with a well-developed sense of balance. Gambling also gives a character a chance of noticing whether another gambler is cheating. Gymnastics enhances a character’s Defence against enemies’ attacks and improves his chance of leaping gaps or obstacles. 43 . Its main use is for entertainment. Indomitable Will [Determination] A character with Indomitable Will is not easily overcome by hypnotism or even the ubiquitous mind probe. The Iron Constitution ability is added to a character’s Strength whenever he has to resist the effects of wounds or poison. Only the character’s fists are used. Independent Spirit increases a character’s resistance to Con or Command. History [Knowledge] The History ability indicates that a character is well versed in events from his past: he can remember key dates as well as details of older civilizations’ lives. Gloating [Determination] Gloating is a trait of cruel or evil characters such as the Master which exhibits itself when the Doctor or his companions are trapped or about to die. A character using Fisticuffs inflicts Wounds equal to half his Strength. Fisticuffs [Control] Fisticuffs is a gentlemanly fighting ability: the character adheres to rules such as those formulated by the Marquess of Queensberry when he resorts to combat. The difficulty of sensing something depends largely upon the extent to which it would affect the character. A character with this ability may need the help of an object to hypnotize someone. but two characters with Juggling could accurately throw objects between them to confuse or annoy a villain. The Doctor needed a spinning disc to hypnotize Aggedor on Peladon.DOCTOR WHO — TIME LORD and First Aid to determine whether he successfully applies the techniques. A character with Iron Constitution can also endure long walks or run for long periods without tiring. waiting behind a filing cabinet ready to attack the character. A character with this ability may be compelled to gloat in such circumstances. whether by luck or through an ability to cheat without being noticed. Juggling [Control] The ability to juggle objects requires good hand to eye co-ordination. and remains in firm control of his mind. Iron Constitution [Strength] An Iron Constitution means a character can resist the effects of damage and poisons and cope with alien environments better than other people. The ability is added to Determination to resist the effects of hypnotism and so on. the Master’s technique is simply to say: ‘I am the Master and you will obey me. Intuition [Awareness] A character with Intuition can sense when something is not quite right. Gambling [Awareness] A character with Gambling is skilled at games of chance. Hypnotism [Determination] Hypnotism is the ability to dominate the will of another person or to put someone into a trance. and no dirty tricks are allowed! Fisticuffs allows a character to strike at an opponent and to block incoming blows.

Mathematics [Knowledge] Mathematics is the ability to perform mental gymnastics with numbers and abstracts. The character must have a tool of some type with which he can open the lock: it is impossible with only fingers. the character is adept at leaping great distances. but a character with Mechanics understands them. for example. Linguistics [Knowledge] Linguistics is the ability to learn and understand languages. and provided that a character understands how a primitive or technologically advanced gun works he can apply his Marksmanship ability in combat. 44 . It represents scientific knowledge. Lockpicking and Safecracking [Control] Whether equipped with a bent hairpin or skeleton keys. chandeliers or tree branches. A character inflicts Wounds equal to his Strength when making a Martial Arts attack. technologically advanced locks need to be tackled by someone who is adept at Electronics or MacGuffin. Marksmanship [Control] A character with the Marksmanship ability can shoot firearms or blasters accurately. There are many types of martial arts. counter poisons or to speed healing and recovery. In essence. Law [Knowledge] Law is the ability to understand and debate legal points and to present cases. however. are discomforted by bright lights and they cannot see in complete darkness. Mathematicians are almost human in comparison with statisticians. Characters with Keen Sight. Leaping [Control] Whether through athletic training or natural ability. perfected Venusian Karate. Should communication prove impossible. inspiration and a grasp of the weaknesses of an enemy. It is invaluable when trying to set co-ordinates for the TARDIS or to calculate how long it will take to travel anywhere. It is rarely needed because many of the people that the Doctor and his companions encounter speak English. MacGuffin [Knowledge] MacGuffin is the ability to build gadgets out of available parts to be able to defeat an enemy or get out of sticky situations. If a patient’s condition is unusual or unknown. however. With the right parts such a character could build an engine or repair one. Electronic. Medicine [Knowledge] A character with Medicine knows how to use drugs or plants to cure diseases. enabling him quickly to knock out or disable opponents. a transformer and an assortment of electronic parts into a force-field generator. all guns work in the same way. The Doctor might use his MacGuffin ability to convert a transistor radio into a short-range radio transmitter or to convert a length of electrical cable. and a player should try to make the one his character practises distinctive. such a character may have to undertake research in a laboratory before he knows which drug will be effective. a character with the Lockpicking and Safecracking ability can open mechanical locks and break into safes with combination locks. Mechanics [Knowledge] Engines and machines are complicated. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. It may prove useless. Gaping chasms present little challenge to such a character. Linguistics allows a character to study and learn a language so that basic desires and intents can be expressed. The third Doctor.DOCTOR WHO — TIME LORD Keen Sight [Awareness] A character with Keen Sight can spot objects at a greater distance than other characters and has a greater chance of finding objects that can be located by sight. Martial Arts [Control] Martial Arts is a specialized form of unarmed combat which allows a character to make deadly attacks with his fists and feet as well as to dodge and block incoming attacks. If he wishes to only slightly injure an opponent he can choose to inflict Wounds equal to half his Strength. who can also jump up to grab ledges. depending on the laws of the society in which a character with this ability finds himself.

Regenerative Powers typically allow repairs or healing to occur at the end of each research turn. Such a character appreciates good food and drink and can sense when something doesn’t taste as it should do. a Time Lord uses this ability to change his form to overcome massive tissue damage. Pseudoscience [Knowledge] Pseudoscience is the ability quickly to come up with convincing scientific arguments or explanations which either sound impressive or are accurate but confusing. pseudoscience could have been used to come up with name of the effect and provide a brief explanation. for example. Musicianship [Awareness] Musicianship is the ability to play musical instruments. A character with Pseudoscience has the ability to baffle people with science. rockets or spaceships. The ability is of no use if the character has succumbed to his wounds. K9’s use of this ability. piano or recorder. Pain Resistance [Strength] Pain Resistance is the ability to tolerate the effects of wounds and torture. Quick Recovery [Strength] A character with Quick Recovery heals or recovers consciousness faster than most people. druids and the like. Regenerative Powers [Strength] Regenerative Powers is the ability to self-heal or repair damaged parts of the body. He can also produce antidotes. The ability to play one kind of instrument may be applicable to another: a character who could play the guitar should also be able to adjust to a lute. rooms. Poisons [Knowledge] This ability indicates the character knows how to formulate or extract poisons. A character with this ability should choose which instrument he can play. he will find it hard to fly the vehicle.DOCTOR WHO — TIME LORD Mountaineering [Control] The Mountaineering ability indicates that a character can climb awkward rock faces and knows how to tackle easy ones using only handholds. such as guitar. A character with a Refined Palate in ancient times would probably find himself employed as a food-taster. If the manner of travel is more advanced than that associated with the technology of the character’s time and space. The Doctor once started to explain the Blinovitch limitation effect to Jo Grant about time travel in The Day of the Daleks. The Quick Recovery ability is added to the character’s Strength whenever he tries to regain consciousness or makes a healing roll. Pseudoscience can be made into a personality trait of a character: the Doctor would not explain that a piece of apparatus had blown a fuse without first declaring that the temporal feedback circuit had overloaded. It increases a character’s chance of resisting the effects of wounds when they are inflicted. the character must be conscious to use it. extends to repairing only his electronic circuits. although he would undoubtedly be able to help another more skilled pilot. Navigation [Knowledge] Navigation is the ability of a character to use the stars that are visible from his native planet to chart a course over land or sea. Refined Palate [Awareness] A character who has a Refined Palate has an exceptionally well developed sense of taste. reams of secret plans and the shape and size of objects. Precision [Awareness] The character with this ability is uncannily accurate at judging distances. angles and speeds. It is purely a visual skill and does not imply an ability to remember names unless they have been printed next to a picture. Piloting [Move] The Piloting ability allows a character to fly aircraft. The ability also implies a familiarity with superstitions and old sayings. 45 . faces. Occultism [Knowledge] A character with Occultism knows about the white and black magic practices of witches. Photographic Memory [Knowledge] Photographic Memory is the ability to observe and remember in perfect detail diagrams.

DOCTOR WHO — TIME LORD Resourceful Pockets [Awareness] Resourceful Pockets is a character’s ability to find useful objects in his pockets. the character’s Riding is added to the animal’s Move. He has a strong. A character may make a mistake or clumsily knock over something. Serendipity [Awareness] Serendipity is the ability to make happy chance finds. Sense of Balance [Control] A character who has Sense of Balance is perfectly at ease on a tightrope or on a narrow ledge because their natural balance is so good that they are unlikely to fall. such as physics. have a Special Immunity to heat and a Special Immunity to cold. Singing [Awareness] A character with Singing has received vocal training. for example. to palm small objects or even to cheat people at cards. Sailing [Move] Sailing is the ability to handle small sailing craft such as dinghies. or a type of energy. for example. for example. the Doctor produces a cricket ball for Harry Sullivan to throw at a panel. or could be used to appreciate food and drink. Screaming [Awareness] Screaming is the ability to make a noise that can be heard through miles of catacombs. resistance to a type of attack or substance. tunnels or ventilation shafts. The item need not be recorded on the character sheet: it is assumed that the character habitually carries an assortment of junk in his pockets. sometimes only partial. Its main purpose is to alert the Doctor that one of his companions is in distress. Riding [Move] Riding is the ability to control and stay on animals such as horses with or without stirrups. Sense of Balance also allows characters to perform tricks such as spinning plates on poles or to run egg and spoon races with little danger of breaking anything. spilled a jar of powdered mushrooms over the Doctor’s microscope slides in The Green Death which led to the discovery that the fungus was deadly to a species of mutant giant maggots. In The Ark in Space . Jo Grant. Science [Knowledge] Science is the ability to understand and apply the principles of the main sciences. although it may seem disastrous at the time the event does some good. more routinely it might be used to produce a small bag of jelly babies as required. Players may specify which sciences their characters are particularly adept at. but original uses of this ability shouldn’t be discounted: Victoria’s screams were amplified to kill a parasitic weed in Fury from the Deep. Sensitive Nose [Awareness] A character with a Sensitive Nose has a keen sense of smell. It also allows a character to spur a mount to move faster. although the extremes of either will ultimately affect them. Robotics [Knowledge] Robotics is the ability to build and program robots as well as to understand how robotic minds think. melodic singing voice which other people regard as pleasant to listen to. Instead of moving normally he can opt to run: his Move is increased by the value of his Running ability. Running [Move] A character with the Running ability is especially quick. Sleight of Hand [Control] Sleight of Hand is the ability to manipulate objects without being noticed: it is typically used to pick a person’s pockets. chemistry or biology. A character with this ability should avoid noisome locations and unwashed barbarians. It can also be used to repair robots and alter their personalities. 46 . Special Immunity [Strength] Special Immunity conveys additional. A character with Serendipity can make the find or be responsible for events leading up to it. saddles and reins. A character could be immune to the effects of a specific poison. yachts and windsurfers. Cybermen. This might allow him to smell gas or chemicals before they can harm him.

TARDIS [Knowledge] TARDIS is the ability to operate the TARDIS’s controls and. Ventriloquism [Awareness] A character with Ventriloquism can throw his voice to make it seem as if the sound comes from a source some distance away. The ability also applies to rocks and other improvised weapons such as bits of furniture or ornaments. Thrown Weapons [Control] A character with the Thrown Weapons ability can accurately throw weapons such as javelins. Characters without the TARDIS ability cannot do much more than open the doors of this time and space machine. Swimming [Move] Characters are assumed to be able to swim to a limited degree. Wilderness Lore [Knowledge] A character with Wilderness Lore is familiar with the plants. the Strong Passion ability is added to the character’s Determination to give them extra mental staying power. axes and daggers. to hide in cover or to do both at once. Tracking [Awareness] Tracking is the ability to follow the trail of a person or animal by identifying footprints or noticing clues such as broken twigs and bent blades of grass. and the greater his ability. this does not mean he can fully control it. In situations where skills learned in the sport could help the character. football or rugby. animals and climate of his native environment. Striking Appearance [Awareness] Attractive or handsome characters have the Striking Appearance ability. to work out what is needed to repair it. and which large animals are dangerous. If the object of their affections is ever in danger. Transmat [Knowledge] Transmat is the ability to operate and understand Transmat. Although a character may have the TARDIS ability. when something goes wrong. Strong Passion [Determination] A character with the Strong Passion ability has a strong emotional attachment for someone. the sports ability is added to the character’s Control. the more likely he is to survive. The weapon’s Wounds rating is used instead of the character’s if the weapon hits its target. Wilderness Lore means the character knows what he should and should not eat.DOCTOR WHO — TIME LORD Sports [Control] A character with Sports should choose a sport at which he is adept. 47 . an instant form of travel by matter transmission. a companion with a pretty face might be more able to convince a security guard to let her pass. such as cricket. those with the Swimming ability can swim well and cope with strong currents. This affects how other characters react to them. Characters who are trying to spot someone who is hidden or moving stealthily match their Awareness against the character’s Stealth. Stealth [Control] Stealth is the ability to move quietly. Temporal Science [Knowledge] Temporal Science is the ability to understand the theories and limitations of time travel. which reptiles and insects are poisonous.

n Move a number of areas whose difficulty is less than his Move ability (including any special abilities) and perform an action while evading or parrying an attack from one specified opponent. it is 6 if she shoots a crossbow in ranged weapons combat. it is known as the character’s Attack. performing an action usually means attacking an opponent. n Stay in the same area and dodge any attack made against him. attempt to reset the controls of a runaway machine.DOCTOR WHO — TIME LORD COMBAT Fighting is a dangerous pursuit. It may be that some characters do nothing that is relevant to combat: they might choose to make use of other abilities. It covers fisticuffs and swordplay. The Doctor. could move and. There are two types of physical combat: close combat and ranged weapons combat. 48 . however. The main difference between ranged weapons combat and close combat is the distance over which each takes place. 7 and 6. Leela’s abilities are Control 5. n Try to move a number of areas whose difficulty is greater than or equal to his Move ability (including any special abilities such as Running) by beating the difference. the submachine-guns and rifles of UNIT troops. as his action. he waits until the referee asks him before revealing his action. may move about the same area or be engaged in other tasks at the same time. Martial Arts or Marksmanship. A character has five options he can choose from at the beginning of an action turn: n Stay in the same area and do nothing except recover from any wounds. Her ability to attack in close combat is 5 if she strikes with her fist. PROCEDURE Each player decides what his character is going to do during the turn. Although in all these options. Although each player will resolve his character’s actions in turn. The character whose attack is being resolved is called the attacker. but no attacks can be made using close combat on anyone outside that area. Only characters in the same area can attack each other in close combat. Within an area there are no restrictions on who can attack whom. Such a character forfeits any right to attack or defend. Close combat takes place between characters who are in the same area. Whether this value is Control on its own or Control enhanced by another ability. Someone armed with a ranged weapon can fire at a target in the same area or one typically up to six areas away. That player’s character hits if he overcomes his opponent’s defences. the results are applied only after all characters have had a turn. Ranged weapons combat is fighting that takes place at a distance. Few of the Doctor’s companions can come through more than a fist-fight unscathed. Edged Weapons 2 and Archery 1. It is important to remember that only the player whose character is attacking rolls the dice. Characters are assumed to be moving about rather than remaining stationary while they are in combat. in which case the total of his Control and his special ability is used. which is why they have such freedom to act in an area. All actions in one turn of combat are assumed to occur at the same time. his opponent is the defender. and keeps track of the results. Her Attack is respectively 5. Success largely depends on choosing the right moment to act. stay in the same area and perform an action at an increased difficulty of 2. Both types of combat use the same procedure. it can also be an attempt to use any ability. An attack made in combat counts as the character’s one action for a round. There is one option that can be chosen during an action turn: n Abandon any previously stated intention. The defender may also be referred to as the target when he is attacked by a character who is using a ranged weapon. The referee decides which actions are resolved first. ATTACK AND DEFENCE A character’s skill at making attacks in combat is his Control. the Doctor and his companions have no choice: they must resort to violence to get out of an awkward situation. and the bows and thrown spears of primitive tribes. This value may be enhanced by abilities such as Edged Weapons. for example. It covers attacks made by weapons such as Dalek guns. however. whether in primitive or technologically advanced cultures. and attacking a creature that is armed with a powerful energy weapon is foolhardy. Whatever the player decides to do. n Stay in the same area and perform an action while evading or parrying an attack from any one specified opponent. her ability is 7 if she strikes with an edged weapon such as her knife. Sometimes. whether in the form of a simple duel between two people or a confused melee that involves dozens of characters. Characters who are not involved in combat.

A dodging character forfeits any right to attack but has a Defence equal to the sum of his Size and Control against any attack made against him that he is aware of. can only evade. The Running special ability. This ability applies to any and all attacks made against the character in one round: Size is the inherent difficulty of hitting a person. Even a character who was going to attack can change his mind and choose to dodge should he discover that more than one attack is going to be made against him. in which case the best option is to dodge all the attacks. stay in the same area and perform an action2 1 Ability — Defence in close combat Size Defence in ranged combat Size + Range — Relevant ability1 Size + Control1 Size (+ Control1 against a specified opponent) Size + Range + Control1 Size + Range (+ Control1 against a specified opponent) — Size Size + Range Relevant ability1 minus the number of areas moved Size (+Control1 against a specified opponent) Size + Range (+Control1 against a specified opponent) Relevant ability1 –2 Size Size + Range These abilities include any relevant special abilities. would be added to Move. such as the Doctor attempting to reset the controls of a Zygodon machine using his Knowledge ability. The basic Defence of a character against an attack is his Size. unless he has the Martial Arts ability. In ranged weapons combat. for example. an unarmed character. He must use a weapon to parry an attack.DOCTOR WHO — TIME LORD Table 2: Character options in an action turn Option — to be stated at the start of the turn Stay in the same area and recover/do nothing Stay in the same area and dodge all attacks Stay in the same area and perform an action2 while evading or parrying an attack from one specified opponent Try to move a number of areas whose difficulty is greater than the character’s Move1 by beating the difference Move a number of areas whose difficulty is less than the character’s Move1 and perform an action2 while evading or parrying an attack from a specified opponent Option — to be stated during an action turn Abandon any previously stated intention. 2 Performing an action will often mean attacking an opponent. the distance to the target in areas at the end of the turn is added to the target’s Defence. A character who attacks and defends in close combat during the same turn can increase his Defence by parrying or evading one opponent’s blow. Sometimes a character will have more than one attack made against him. Control and ability with the parrying weapon. his Defence is the sum of his Size and 49 . If the defender evades. but it can also mean attempting to use any ability. A defender who parries has a Defence equal to the sum of his Size.

If the number of Wounds against the defender is equal to or less than his Strength. then the character hits the defender if his player can beat the difference between Attack and Defence by the difference rolled on the dice. Her Defence against one close combat attack is 10 if she parries with a knife. Leela’s abilities are Control 5. Leela fires a bolt from her crossbow and inflicts 4 Wounds against a Cyberman that has Armour 9. Daleks. because the range is 0 areas. Leela has Attack 7 with her knife (Control 5 plus Edged Weapons 2). If the number of Wounds is equal to or less than the protection of the armour. The player and Leela learn the hard way that Cybermen are generally immune to arrows. If she dodges her Defence is 8 and 10 respectively at those ranges. When a character hits an opponent in combat. he inflicts a number of Wounds appropriate to the weapon he is using. WOUNDS The amount of physical harm that any attack does to a target is measured in wounds. She would need a difference of 2 or more on the dice to hit an opponent with Defence 8. Size 3 and Edged Weapons 2. A parry or evasion can be applied to only one attack. not the players. 50 . In ranged weapons combat using a crossbow. It may be that he elects to resolve all the referee characters’ attacks before determining the results of the player characters’ attacks. Her player needs to beat a difference of 5 to get through the armour and wound the Cyberman. which is expressed as Armour 4. Bolts fired from her crossbow inflict 4 Wounds each. Ranged weapons attacks can be evaded or dodged but not parried. is always recorded whether or not he is overcome by them. The defender is automatically overcome if the number of Wounds inflicted is greater than his Strength. although the effects of this may not immediately be noticed. The effects of wounds are worked out direct if the defender does not wear armour. the attacker must beat the difference between Strength and Wounds to overcome the defender. which is impossible because she can only equal that difference. She would automatically hit a target with Defence 5. If Attack is equal to or less than the opponent’s Defence. All the Wounds are inflicted if the protection of the armour is beaten. She could still make an attack and then choose to parry or evade one attack made against her. her player would need to beat a difference of 1 on the dice. such as a dodging Size 3 opponent with Control 3 at a range of one area. Leela inflicts 4 Wounds with her knife if she beats an opponent’s Defence. however. Armour absorbs either all or none of the Wounds from an attack. such as a stationary Size 3 opponent at a range of 2 areas. ARMOUR Some of the Doctor’s enemies wear armour that may protect them from the Wounds inflicted by an attack. her player would need to roll the dice to beat the difference between Leela’s Attack and her adversary’s Defence. are encased in an armoured shell that protects the creature inside from most small-arms. decides in which order any attacks are made. The total number of Wounds that a character receives. Against an opponent with a Defence of 7 or more. the attacker needs to beat the difference between these values to wound the defender. She has Defence 8 against any attack made against her if she dodges. She would automatically hit anyone who had a Defence of 6 or less. The metallic skin of a Cyberman makes it hard to destroy even when using a blaster. All the damage gets through and injures the target if the number of Wounds is greater that the protection of the armour. Any player whose character is making an attack compares the appropriate Attack with the Defence of the opponent. The referee. Her basic Defence against ranged weapons attacks is 3 if the attacker is in the same area. RESOLVING AN ATTACK A player who declares that his character is attacking waits until the referee is ready to resolve his action. The number of Wounds inflicted is compared with the protection of the armour. Leela’s Attack is 6 (Control 5 plus Archery 1). The blow automatically hits if Attack is greater than the opponent’s Defence. Against a target with Defence 7. EFFECTS OF WOUNDS Wounds always injure a character. A character feels the effects of Wounds only if they overcome his Strength. Armour 8 and so on. for example.DOCTOR WHO — TIME LORD Control. the character’s Size is his Defence against any other attacks. She inflicts 2 Wounds (half her Strength of 5 rounded down) if she uses her fists. it is 8 if she evades. her Defence is 5 against an attacker who is 2 areas away. Her basic Defence against any attack is 3.

The character needs to beat the difference between his Strength and sum of the Strength. SPECIAL RULES Combat is not always straightforward. Grappling is resolved in the same way as hand to hand combat. neither character has a hold on the other. This determines whether the character is unconscious. This type of combat is used to capture opponents unharmed for questioning. or might try to aim blows to disable or disarm opponents rather than kill them. or natural weapons. An area that contains more than five characters becomes crowded. he may move or attack next round as normal. near to death or dead. A Dalek’s eye-stalk is vital if it is to see but is less heavily armoured than its body. Characters also have to aim if they have to shoot at partly obscured targets. If the grappling attack succeeds. The base difficulty is calculated from the character with the highest abilities. depending on circumstances. The person restraining him is assumed to be trying to prevent this escape. an aimed attack can be made at the opponent’s weapon itself. A character who is restrained in this way may attempt to break free in subsequent turns. Anyone who grapples has a Defence equal to his grappling ability. rather than try to harm him. typically Size plus Control and an ability such as Brawling. Aiming Some creatures are too tough to be beaten in a straight fight and often the only way to defeat them is to attack a weak spot. 51 . No character may use a ranged weapon in a crowded area. His player should bear in mind. that the character is wounded and that further injury could easily result in death. The biggest target that an attacker can grapple is the chest and arms of his opponent. whether a character is overcome or resists the effects. although people outside a crowded area can fire at targets in that area. Whoever breaks free first while retaining hold of his opponent gains the upper hand. If both attacks fail. although it may be better. He presents a Size 5 (head and shoulders) target to determine his Defence against Leela’s attack. the characters are wrestling for an advantage. A restrained character with a grappling ability can elect to use this and his Control instead of Strength. a Cyberman is especially vulnerable to gold items shot into the grille on its chest unit. He should say which part of his opponent he is going to restrain. and the total number of Wounds against a character should be recorded. the attacker must beat the difference between his Strength and the defender’s Strength to restrain his opponent. Crowding Up to five characters can be in one area without impeding one another: anyone in such an area can act freely. The soldier is Size 3 but presents only his head and shoulder as a target: the rest is of him is protected by a wall.DOCTOR WHO — TIME LORD A character who is overcome falls unconscious to the ground at the end of the turn. except that the player states his character is going to grapple an opponent when asked to declare his action. Grappling attacks do not wound the defender. If two or more people restrain someone. such as a guard crouching behind a crate and whose head is the only visible part of his body. Aiming does not affect the procedure for combat: the Size of the specific part of the target is used instead of the target’s usual Size. Wounds are cumulative. Characters in a crowded area may use only short weapons. If he succeeds. aiming to beat the weapon’s Strength in order to break it. The player states that his character is doing so as his action for a turn. Control and relevant grappling ability of his captor to break free. evading or dodging are simply techniques to get out of the way. to restrain an opponent’s weapon arm. An overcome character may be near to death or even dead depending on the number of Wounds he has taken. A defender may use any defensive ability he feels is appropriate: parrying is interpreted as using a weapon to intimidate the attacker. however. Grappling Few of the Doctor’s companions use weapons to attack opponents: they either indulge in fisticuffs or try to restrain or wrestle with an enemy. Disarming An attacker can deliberately try to disarm an opponent. Sometimes two characters will try to grapple each other. typically Size 5. Each resolves his attack as normal. If the Wounds inflicted beat the Strength of the opponent. Inventive players may come up with a special move that requires careful adjudication. each additional character adds one to the difficulty of breaking free. If both attacks succeed. by making an aimed attack at his enemy’s weapon arm. Alternatively. the weapon is dropped but the defender is not injured. the size of this target is used to determine the opponent’s Defence. Leela aims her crossbow at an enemy soldier who is shooting at her from around a corner. but may still resolve his attack if he has yet to do so. Any character who is not overcome by his wounds can continue to act normally. such as knives. such as fists.

by line of sight. grenades have a maximum range of three areas). Regardless of the number of characters involved in group fire. the grenade would have landed in the same area as the Cybermen but exploded only next turn. therefore.DOCTOR WHO — TIME LORD Once a character has successfully restrained an opponent he can hold on to him. A Cyber-lieutenant with Control 3 and Marksmanship 2 directs the fire of four other Cybermen. rather they are aimed at a particular area. each with Control 3 and Marksmanship 1. A snapshot is equivalent to choosing the sixth action turn option: the character remains in the same area and abandons what he originally intended to do. Each additional character. and his ability is used as the base Attack to hit the target. adds one to this Attack. indicating an overshoot of one area). giving people in the area a chance to move away or even to pick up the grenade and throw it back! A UNIT soldier with Control 3 throws a grenade at a Size 2 area containing a group of Cybermen. The Defence of a target in a group is increased by the number of the attacker’s friends or allies in that group. to his target. An attack that misses. the attacker has hit the nearest friend. The difficulty. up to a maximum of the fire-director’s ability. The character with the highest appropriate combat ability directs fire. The overall Attack of all five Cybermen firing at one target is 9. perhaps one that is partly concealed by cover or one that must be disabled by shooting at a weak point. The grenade still travels along the original line of fire it was intended to be projected along and explodes in its new area. however. say by running across an opening. may fall short or even overshoot. resulting in a Defence of 5. or can attempt wrestling attacks such as picking up his opponent and throwing him to the ground! The referee should flexibly interpret an inventive player’s wishes and work out appropriate difficulties. If the attack misses yet would ordinarily beat the unadjusted Defence of the target. The Cyber-lieutenant has Attack 5. still causing damage to people or property — this is only likely if characters with low ability try throwing a grenade at a range of 2–3 areas. A negative number means the grenade undershoots by that many areas. which means it can direct the fire of five Cybermen — itself and the four it is leading. Group fire Soldiers use group fire with ranged weapons to stand a better chance of hitting a target. a positive number means the grenade overshoots by that many areas. He has to beat a difference of 2 to succeed but rolls double 6 — a result of 0. except that the difficulty is increased by two. Had he rolled a result of 1. depends on the Size of the area (typically Size 2 for an area measuring 3 metres by 3 metres) and the range (as thrown weapons. A snapshot could also be made to shoot at a target before it moves out of range. restraining him and resisting any attempts to break free. This is likely if a target comes into view only briefly in the round. at a Raston Robot. The range is three areas. the grenade still lands in its target area but it does not explode that turn: it explodes in the next action turn. The Defence of the attacker’s friend is immaterial: he is automatically hit in this instance. Snapshot A snapshot is any ranged weapons attack that is made without preparation. Any characters that are in the same area can combine the fire from the same type of ranged weapons. The attack is resolved the same way as a normal ranged weapons attack. Shooting into melees Shooting a ranged weapon into a group of friends and enemies is a dangerous pursuit: the attacker is as likely to hit a friend as he is to hit an enemy. One minus the result on the dice is the number of areas away from the target area that a grenade lands if the attack misses. 52 . the Wounds for only one hit is used to overcome the opponent. The grenade lands one area further away than intended (one minus the result is plus one. It is possible that once it becomes clear where everyone is moving that a player will want his character to fire at a different target from the one he originally intended. Grenades Area weapons such as grenades or dynamite are not aimed at people. If one minus the result on the dice is zero.

There are three categories of close-combat weapons: natural weapons. however. they are more likely to be threatened by opponents that use them. An attacker who hits his opponent too many times or who is exceptionally strong may well be capable of killing an opponent. A Cyberman is an especially dangerous: its hard metal fist inflicts 6 Wounds — it is as lethal as a blaster. who might carry a revolver. teeth. from carrying weapons. bows. such trained warriors will be more useful than someone who does not know one end of a blaster from another. Soft natural weapons may not be used to parry attacks other than those made by soft natural weapons. say. chitinous mandibles. and Jamie. although this would not damage anyone. A soft natural weapon inflicts Wounds equal to half the character’s Strength. Characters such as the Brigadier. however. There are always exceptions. CLOSE-COMBAT WEAPONS Natural weapons Any attack which is made with a part of a creature’s body is made with a natural weapon: fists. There are four categories of ranged weapons: thrown weapons. In the game they can be used to attack only opponents that are in the same area as the wielder. Such a character may also attempt to deflect attacks as if he were trying to parry them. Ranged weapons are used to attack opponents at a distance. are often sufficient to knock out an opponent for an action turn.DOCTOR WHO — TIME LORD WEAPONS The Doctor and his companions rarely use weapons. a blaster or a rifle. such as a sword. Blunt weapons inflict 3 Wounds. The wounds inflicted. the butt of a gun or a household object such as a vase or a chair are all blunt weapons. Close-combat weapons can be used only against nearby opponents. firearms and blasters. When an adventure reaches a sticky moment where only a fight will allow the Doctor and his companions to continue. are best qualified to survive a fight. any halves are rounded down. Edged weapons damage vital organs. There is good reason for keeping out of the way of weapons: they are dangerous. either killing an opponent or knocking them out owing to the pain of the wound. rapiers.) A hard natural weapon is more effective: it inflicts Wounds equal to the character’s Strength. a medieval knight’s mace. An edged weapon inflicts 4 Wounds. A club made from a tree branch. Because blunt weapons inflict more wounds than most characters’ fists. Attacks made with fists or feet do not usually injure an opponent sufficiently to kill him. blunt weapons and edged weapons. The threat of being hit can prove more effective than actually striking or firing at a character. 53 . teeth and claws are all natural weapons. The referee and the players should be prepared to adapt to circumstances. they are not mercenaries who plunder time and space while armed to the teeth. Swords. His attacks inflict Wounds equal to his strength. Like blunt weapons. They are unlikely to kill most opponents because they inflict fewer wounds than. Unless companions have a good reason for being armed they should be discouraged. claws and horns are hard. perhaps by the Doctor. Natural weapons can be either soft or hard: fists and feet are soft because they are fleshy. The number of wounds that a weapon inflicts on an opponent depends on its category. Weapons are best left to those who are able to handle them skilfully. as Tegan proved in Earthshock when she grabbed a Cyberman’s blaster and capably blew away its colleagues. A blow from a sword is quite likely to put down most human opponents: only someone who is heavily armoured or quite strong will be able to fight on. Blunt weapons A blunt weapon is a weapon that does not have a cutting edge or a point that is used for thrusting. however. the Doctor and his companions may have to fight to survive or attain an objective. they are more likely to knock out an opponent when they hit. Weapons are divided into two categories: close-combat weapons and ranged weapons. One blow from any weapon is usually sufficient to seriously injure a companion or the Doctor. the dice should still be rolled to determine whether the weak blow knocks out its target. who would probably feel uneasy if he didn’t have his dirk. A character who has the Martial Arts ability strikes with his hands and feet as if he were using hard natural weapons. (A Strength 1 person would inflict 0 Wounds. The weakness of fist attacks is one of the main reasons why characters choose to use something better. axes and spears are all edged weapons. In the course of their adventures. usually from zero to six areas away. Edged weapons A weapon with a sharp cutting edge or which has a point used for thrusting is treated as an edged weapon. edged weapons inflict more wounds than a character’s fist could. feet. Companions are often ordinary people who have just become mixed up with the Doctor’s travels.

although an especially powerful bow might have a range of six areas. Thrown weapons have a maximum range of three areas. javelins and boulders. A light thrown weapon is usually no more than a foot or so long. The category includes daggers. Only the Brigadier. Close-combat weapons. although many of them are prepared to pick up a gun and use it if necessary. spears. hard Blunt weapons Edged weapons Wounds 1/2 x Strength Strength 3 4 Table 4: Ranged weapons Category Blaster (alien) Blaster (Earth type) Bows Light thrown weapons Heavy thrown weapons Pistol Revolver Rifle Shotgun Submachine-gun 1 The Range (areas) —1 —1 5 3 3 4 4 —1 4 —1 Wounds 8 6 4 3 4 5 5 5 5 5 or 6 range of these weapons is in effect limited only by the difficulty of the target and the skill of the user RANGED WEAPONS Thrown weapons Missile weapons that are held in the hand and hurled at their target are thrown weapons. Yates and other UNIT soldiers would typically carry guns in the Doctor’s TARDIS. Light thrown weapons inflict 3 Wounds. throwing knives and small rocks. Guns should be treated more as a threat: they are often used to intimidate at close range. FIREARMS It is unusual for the Doctor’s companions to carry firearms. Most 54 . soft Natural weapons. it is complicated by the mechanisms and loading procedures that different designs have necessitated. A heavy thrown weapon is either long or bulky: the class includes spears. The category includes daggers. rocks and household objects such as vases or other ornaments. giving it a maximum rate of fire of one shot every two action turns. heavy thrown weapons inflict 4 Wounds. the best defence is to run away. but they would probably feel uncomfortable without their weapons! Guns are also notoriously ineffective against creatures such as Daleks or creations of antimatter. Although a firearm is easy to use. blasters and bows are simple compared with firearms. It takes an action to string an arrow for a long or compound bow. There are two types of thrown weapon: light and heavy. Benton. An arrow fired from a bow inflicts 4 Wounds. A crossbow requires two actions to cock and load. Bows Bows and crossbows have a maximum range of five areas.DOCTOR WHO — TIME LORD Table 3: Close-combat weapons Category Natural weapons. giving it a maximum rate of fire of one shot every three action turns.

The term embraces flintlock pistols. A magazine or revolver with up to six shots capacity takes two actions to reload. Guns with magazines Rifles with magazines. The first determines how long it takes to reload a gun before it can be fired. the only important information is how many rounds a gun can fire before it runs out of ammunition. Muskets increase the difficulty to hit a target by 1 because they are inaccurate. The fastest rate of fire possible with a flintlock pistol is one shot every three action turns. A firearm is a small gun that uses an explosive charge to fire a bullet. Revolvers. LOADING MECHANISMS Muzzle-loaders Early firearms are loaded by inserting the gunpowder charge and the bullet in the muzzle of the gun and ramming them down to the breech. a single hit is enough to put down most opponents. Single-shot setting increases the difficulty to hit a target by one. pistols and rifles typically have six-shot magazines. can be reloaded as one action and is then ready to fire two shots. Even the Daleks had recourse to a machine-gun when their blasters failed them on the energy-draining planet of Exxilon. Firearms are classified according to their loading mechanism and their power. It shoots powerful bolts of energy which are capable of damaging steel and concrete. whether they are able to reload it or understand how it works is another matter. It takes one action to replace a magazine with a fresh one. one after the other in different turns: its rate of fire is two shots every three action turns. A submachine-gun set on automatic and used to fire at only one target inflicts 6 Wounds. GUN TYPES Submachine-guns Submachine-guns can be set to fire single shots or in bursts.DOCTOR WHO — TIME LORD characters in TIME LORD should be able to pick up a gun and fire it. A submachine-gun set to automatic fire can attack either all the targets in an area — it cannot discriminate between friend and foe! — or one target. This time-consuming process gives them a slow rate of fire. for example. regardless of the ammunition used. All breech-loaders take one action to reload. Soldiers in UNIT or from the time of the English Civil War or the French Revolution would typically be armed with a firearm of some type. it is one shot every four action turns for a musket. automatic pistols and submachine-guns can be fired each turn until their ammunition runs out. revolvers and shotguns All pistols. other magazines take two actions for every six shots they contain. All guns can be used as makeshift blunt weapons in hand to hand combat. It takes two actions to reload a muzzle-loading pistol. revolvers and shotguns. Different cultures in the 55 . A submachine-gun set to automatic expends 10 shots in a burst. Rifles and muskets A rifle or musket inflicts 5 Wounds. the second determines the number of Wounds that a gun inflicts. roll three times to hit three targets. Shotguns are classed as breech-loading guns. weapons used by soldiers in some of the most violent conflicts of Earth’s history. which gives them a maximum rate of fire of one shot every two action turns. A submachine-gun inflicts 5 Wounds on each target when it is set to single shot or used to fire into an area. Breech-loaders Breech-loading guns are faster to reload than muzzle-loaders. muskets and rifles. A double-barrelled shotgun. inflict 5 Wounds and have a maximum range of four areas. Blunt weapons or brawling abilities are appropriate to this use: any gun used this way inflicts 3 Wounds. a maximum of three bursts can typically be fired using the same magazine. however. revolvers. increasing the damage done. The attacker rolls to hit each target in the area into which he is shooting. revolvers. BLASTERS A blaster is a firearm with a short range but devastating effect. Referees who wish fully to detail actual weapons should feel free to do so. but longer to reload a magazine or to reload a revolver. He would. Pistols. and submachine-guns typically have 30-shot magazines. Most of the time a referee need not worry about the time it takes to reload such guns. and three actions to reload a muzzle-loading musket or rifle.

The Daleks and the Cybermen have both harnessed the properties of alloys and metals to create armour that is tough enough to withstand the firepower of the races they seek to dominate. Full armour is heavy and restricting: the Move of any creature or person wearing it is reduced by 1 unless the armour forms part of its natural skin or an in-built part of its mechanism. These weapons have a range of 6 areas and inflict 8 Wounds if they hit. its flexibility more than compensates. the Explosives ability is used to place them accurately for a controlled explosion or for demolition work. Most soldiers set their blasters to kill. HEAVY WEAPONS It is unlikely that any character will use more powerful weapons than the hand-held weapons outlined here. their warlike enemies make frequent use of these defences. including grenades and bundles of dynamite. It is the type of armour worn by Earth’s medieval knights and alien species such as the Daleks. Most Earth soldiers’ blasters inflict a maximum of 6 Wounds. Full armour always counts against any attack against the wearer unless that attack is aimed at a weak point. A suggested Wounds score is 12. Explosives and grenades attack not only the area they are detonated in but also adjacent areas. body armour and partial armour. which would inflict 6 Wounds in the secondary zone of effect. in which case the explosive shell inflicts 6 Wounds to targets in the area of detonation and 3 Wounds to targets in adjacent areas. all targets in the secondary zone of effect are attacked at half this value. Like full armour. ARMOUR AND SHIELDS Although neither the Doctor nor his companions have much use for armour or shields except as part of a disguise. although a heavily armoured target such as a Dalek or Cyberman may completely escape damage. grenades and areas of effect appear in Part Five. depending on their power. Larger quantities of explosives inflict proportionately more damage. some of which have built it into their very form. Full armour is an all-encasing suit of armour that protects its wearer from top to toe. Most Earth soldiers’ blasters inflict 3 Wounds when set to stun. all blasters are treated the same way in TIME LORD. Primitive societies have more use for armour than advanced ones simply because their ancient weapons are more likely to be deflected by armour: there are few suits of armour that can withstand gunfire and still be practical to wear. Sea Devils’ weapons use heat. A soldier would be equipped with a blaster in much the same way as he would receive a sword or axe in ancient times. a knight’s hauberk and a policeman’s bullet-proof jacket all count as body armour. UNIT troops frequently resort to bazookas to deal with alien menaces. There are few weak points in a suit of full armour: those that exist are limited to eye-slits and the inside of joints. Yet the blaster is far more flexible as a weapon: it can be used to hit targets at a distance and it can be set to kill or stun opponents. Although it may sometimes do no more damage than more primitive weapons such as UNIT’s rifles. This is usually sufficient to lightly injure a typical opponent and make him fall unconscious. Nitro-nine is more effective: one can inflicts 7 Wounds to targets in the area of detonation and 4 Wounds to targets in adjacent areas. inflict 6 Wounds on every person in the same area and 3 Wounds to anyone in an adjacent area. Soldiers from 21st century Earth and beyond use lasers that use the energy of light. They can also be aimed at an area. 56 . The zones are calculated the same way as those for explosives in Part Five. Apart from these differences and some slight variations in performance. however. Body armour would not count against a blow aimed at. typically inflicting the maximum number of Wounds to targets in the primary zone of effect. an arm or the head.DOCTOR WHO — TIME LORD universe have developed blasters which use different forms of energy. whereas Daleks have gunsticks which rely on nuclear energy. Ice Warriors and Cybermen. half maximum Wounds in the secondary zone of effect. Blasters are personal weapons with a limited range. When a blaster is set to kill it inflicts the maximum number of wounds it is capable of doing. Most explosives used in a quantity capable of being thrown. A Greek hoplite’s skirt and cuirass. body armour always counts against any attack against the wearer unless that attack is aimed at a part of the body that is not covered by the armour. say. The Thrown Weapons ability governs their accuracy when they are thrown into an area. rounded up. Yet strong armour is still used by technologically advanced species. A blaster that is set to stun inflicts half the maximum number of wounds it is capable of doing. Body armour covers only the wearer’s torso. sticks of dynamite and cans of nitro-nine need special mention. There are three categories of armour: full armour. Referee’s notes on explosives. Shells from field guns and the like can be improvised in their effect: they are area weapons with an even greater radius of effect than grenades. This is enough to seriously injure or kill a typical opponent. which makes the threat of a hit an unpleasant proposition for a character. GRENADES AND EXPLOSIVES Area weapons such as grenades. All targets in the primary zone of effect of an explosion are attacked at the full Wounds value of the explosive.

partial armour counts only against attacks that are aimed at the part of the body it protects. although exceptionally thick and heavy winter clothing may give the same effect. in effect making it Armour 6 against lasers. Reflective armour is intended to reduce the effect of laser blasters by reflecting or dispersing the high-energy beam of light. vambraces. does have its uses: it protects vulnerable parts of the body from disabling attacks and allows anyone wearing body armour to reduce the number of vulnerable points. If worn as full armour. 57 . Plastic-fibre armour rates as Armour 5. a larger shield increases the difficulty by 2. Overlapping plates of metal provide flexible joints in full suits of this type of armour. It is the material used to make bulletproof vests and riot gear and offers protection against attack in a lightweight form. Soft leather is little better than padded cloth. A helmet is the commonest piece of partial armour worn by soldiers: whether it is a Viking helmet. sometimes with sleeves. in some ancient civilizations it is even the best armour that can be produced. his blow lands as if the defender were wearing no armour and he tests to overcome the defender’s Strength as normal. Padded cloth is Armour 1. Flexible metal armour comprises linked rings of metal or small scales of metal sewn to a leather undercoat and is commonly known as mail or scale armour. is Size 6. It is typically worn as padding beneath metal armour. Anyone attacking her has to get through this armour if they hit. unless they choose to make an aimed attack at her head. Partial armour. however. Shields always increase the difficulty of hitting the wielder. Advanced armour Plastic-fibre armour consists of strong. Protection is always expressed in the form Armour 2. Any attack whose Wounds are greater than the defender’s Armour automatically gets through the armour. The protection that armour affords depends on the material from which it is made. however. leggings. Soft leather is Armour 2. arms or legs. Many helmets also count as plate metal armour. They are effective only against attacks from the front and shield side that the wielder is aware of. Plate metal armour is the beaten breastplates of Greek warriors or the full suits of armour worn by late medieval knights. Tough leather is soft leather armour that has been specially treated. it has no general effect against attacks. Leela could also add any benefits from dodging or parrying to her defence. Shields are a special type of partial armour. It rates as Armour 5 and is the best that can be achieved through Earth’s metalworking techniques. Leela’s durable leather clothing is the equivalent of tough leather body armour: she has Armour 3 covering her chest and abdomen. Armour 8 and so on. the tin hat of an English Tommy from the First World War or a Gallifreyan guard’s headpiece it is a useful defence against a sly attack from behind. impact-resistant plastic fibres woven together into a cloth or bonded into strong plates. It counts as plastic-fibre armour but with the ability of Special Immunity 1 against laser light. his blow does not injure the defender: the armour has deflected or absorbed all of the damage. making it a far harder target to hit than Leela as a whole. It rates as Armour 4. gauntlets and helmets.DOCTOR WHO — TIME LORD Partial armour is the individual elements of armour that go into making up a full suit of armour: it includes greaves. who is Size 4. plastic-fibre armour does not reduce the Move of its wearer. where the number is the difficulty that must be overcome by the Wounds inflicted by the attack. Unlike full armour and body armour. If the attacker fails to beat the difference between Wounds and Armour. Leela’s armour does not protect her if an attack hits one of these areas. It is the type of armour typically worn by castle guards. Armour 3. Tough leather is Armour 3. but also includes leather jerkins and biker’s leathers. A buckler increases the difficulty by 1. Her arm. It is most commonly worn as a quilted hauberk. sleeves. Primitive armour Padded cloth is the most basic type of armour and affords little protection. If the attacker beats the difference between Wounds and Armour.

Grisly experiments or powers. Even companions of the Doctor have died in the course of his adventures. A character is dead if the number if Wounds he has taken is greater than twice his Strength. He may not heal his wounds until he receives medical attention such as First Aid or Medicine. carelessness or nobility may make this a real danger. The character can recover from such an injury quickly. Players should certainly not treat their characters as if they had script immunity: to a certain extent they do. even the Doctor who can regenerate to survive attacks that would kill an ordinary person. In effect they increase a character’s Strength. is lightly wounded if he has taken 1 to 3 Wounds. for example. Seriously wounded A character who is seriously wounded has received a painful wound that needs medical attention or a long time to heal. allowing him to take a greater number of Wounds before dying or being seriously wounded. A character with Strength 3.DOCTOR WHO — TIME LORD DEATH AND INJURY All characters should fear death in TIME LORD. Some abilities such as Cheat Death or Iron Constitution affect a character’s resistance to pain and even death. but this alone will not save them. 58 . although First Aid or Medicine could quickly return him to full health. have been applied to dead characters and it may be that the dead can walk again. He is seriously wounded if the number of Wounds he has taken is greater than his Strength but less than or equal to twice his Strength. Dead The character is dead and cannot be brought back to life. Lightly wounded A character who is lightly wounded has received a wound which is only a graze. or has been knocked out by a gentle blow from a blunt weapon. for example. although he may attempt to recover consciousness. A seriously wounded character who does not receive medical attention takes one Wound for each hour (four research turns) he does not receive attention: such a character will eventually die. The number of Wounds a character has taken and the character’s Strength determine his health. A character is lightly wounded if the total number of Wounds he has taken is equal to or less than his Strength. seriously wounded if he has taken 4 to 6 Wounds. and dead if he has taken 7 or more Wounds. A lightly wounded character does not need medical attention to heal his wounds. but a moment of rashness. Captain Cook in The Greatest Show in the Galaxy was killed. however. First Aid may be sufficient to make a seriously wounded character only lightly wounded. It is unlikely that a character who behaves sensibly in an adventure will die. but the Gods of Ragnarok animated his body long enough for him to perform a service for them.


Anyone who is overcome can try to regain consciousness at the end of each action turn except the one in which he fell unconscious. When all opponents have been overcome or restrained, however, a character may try to recover from being unconscious only at the end of each research turn that has passed since the fight finished. An overcome character may therefore be able to return to the fight if he is only lightly wounded, but if he is still unconscious after the fight he probably needs medical treatment. Whether a character recovers or remains unconscious depends on his Strength and his Wounds. He recovers at the appropriate time by beating the difference between his Strength and his Wounds. Anyone who recovers may act normally, although they are still wounded: Wounds are removed only by healing. A character whose Strength is greater than his Wounds automatically recovers at the end of the turn after the one in which he was wounded. Such a character is only lightly wounded: in effect he has been dazed or winded by the force of an attack. Seriously wounded characters — those whose Wounds are greater than their Strength — can take some time to recover and it may even be impossible for them to do so without assistance. Such a person, however, may recover just in time to save the day or execute the next part of his master’s evil plan.

A Kaled scientist has been badly injured, receiving 6 Wounds from an attack. He has Strength 3, which means he recovers if he can beat the difference of 3. He fails to do so while the combat rages around him, but after everyone has left he has a chance to recover every research turn and might be able to alert Davros and the Daleks to his failure.

Wounded characters will get better of their own accord as time passes, provided that they are not too badly wounded. This process is called natural healing. Natural healing removes Wounds equal to the character’s Strength for each week of bed rest: the damage is healed at the end of such a week. Healing continues until the character’s Wounds level is zero, at which point the character has fully recovered. No character may have a negative Wounds score. First Aid and proper medical attention can speed the natural healing process.

A character with Strength 3 would recover three points of Wounds after one week of bed rest. If he had 5 Wounds, after one week he would have 2 Wounds, and after two weeks he would have 0 Wounds.

Use of First Aid
First Aid may be applied only once to a wounded character: it assumes that whoever administers First Aid tends to any injuries as best he can. A character with the First Aid ability immediately heals Wounds equal to the value of his special ability if he can beat the difference between his total ability and the Wounds of the injured person. Anyone who applies First Aid but fails to heal Wounds has still bandaged the injured person, who will not suffer further wounds due to bleeding. First Aid requires basic medical facilities, such as clean bandages and water, or a first aid kit.

Katarina has Control 2 and First Aid 2, giving her a total ability of 4 at First Aid. She cleans and bandages the wounds Steven received at Troy. He has received 6 Wounds, which means Katarina must beat the difference of 2 to succeed. She reduces his Wounds by 2 if she succeeds, otherwise she merely makes a neat job of bandaging him.

Use of Medicine
Characters with the Medicine ability are trained doctors or nurses who understand the medical techniques and drugs of their time. Anyone with the Medicine ability can heal Wounds equal to his special ability on its own if he can beat the difference between his total ability and the injured person’s Wounds. Medicine may be applied to any injured character, provided that no other such attempt has been made in the previous 24 hours. A failed attempt at Medicine does not prevent further attempts at using this ability, although each attempt must be at least 24 hours later than any other. Medicine, however, requires specialized drugs or equipment to be effective. Many useful items may be kept in a doctor’s bag, for example, but this does not mean that all the required drugs are carried. A doctor might carry antibiotics with him, for example, but have no antidotes for snake venoms. Applying the wrong medication brings no benefit.

After Katarina has successfully applied First Aid to Steven’s Wounds, the Doctor examines him. The Doctor has Knowledge 6 and Medicine 1, giving him a total Medicine ability of 7: he deduces that Steven’s wound is infected,


but does not have the right drugs to cure his companion. He sets course for a planet that he hopes will provide the right drugs. Once he finds them, he needs to beat the difference between his total ability of 7 and Steven’s Wounds, now standing at 4, to heal 1 Wound a day. His ability is high enough automatically to succeed, but without the drugs he is powerless. After Katarina’s attention, Steven regains consciousness after one research turn. His Strength of 5 means he is now only lightly wounded because he has only 4 Wounds. The referee, however, rules that the infected wound is equivalent to a slow-acting poison of potency Wounds 3, and rolls the dice every six hours (24 research turns) to see whether Steven falls unconscious again. As the Doctor speeds the TARDIS towards civilization, Steven seesaws between wakefulness and sleep.



Some creatures are especially dangerous because their attacks rely on venom rather than damage to kill or paralyse opponents. Whether such a creature is a snake or a Cybermat, all companions should be wary of its attacks. Not all poisons come from creatures: intelligent men and creatures often use them on weapons or in food either to kill or drug their enemies. Such poisons are encountered only rarely. Poison come in two basic types: slow-acting and quick-acting. It may be injected, ingested or rely on contact with the skin to take effect. A slow-acting poison gradually builds up in the body of its victim until it reaches a lethal dose, whereas a quick-acting one immediately attacks its victim at full strength, and gradually loses its effectiveness as the victim’s body shrugs off its effects. All poisons have Wounds ratings that represent the maximum effectiveness of that poison.

Quick-acting poison
A quick-acting poison attacks the Strength of the character with its full Wounds rating. If it overcomes the character, either because its Wounds rating is higher than the Strength of the character, or because the referee beats the difference between these values, then the character is overcome and takes Wounds equal to those of the poison. After the initial attack, the poison continues to attack the character’s Strength but at reduced values. The Wounds rating of most quick-acting poisons decays at a rate of one point an action turn: after one action turn a Wounds 6 poison attacks at Wounds 5, delivering 5 Wounds if it overcomes the character’s Strength. Once a poison reaches Wounds 0 it has no further effect. Any further attacks which increase the level of toxin in the victim’s body increase the Wounds only up to the maximum for that poison. A Wounds 6 quick-acting poison is deadly and rare; snake venom is typically Wounds 4 or Wounds 3.

Slow-acting poison
A slow-acting poison increases in effectiveness from 1 Wound up to its maximum Wounds rating. The usual rate of increase is one point every research turn, although those poisons that rely on repeated doses to take effect increase in effectiveness only when each dose is given. If the current Wounds rating of a slow-acting poison beats the Strength of a character, either because the Wounds rating is higher than the Strength of the character or because the referee beats the difference, then that character is overcome. A slow-acting poison wounds a character only if it overcomes his Strength. Slow-acting poisons that do not require repeated doses decay in potency once they have reached their maximum Wounds rating. The rate of decay is equal to the rate at which they increased in potency. Poisons that rely on repeated doses can be maintained at their maximum level by further doses. Once a slow-acting poison has decayed to Wounds 0 it has no further effect.

Lethal poisons that inflict enough Wounds on a character will kill him. The Wounds inflicted by such a poison can be healed by natural healing, although this is usually too slow to prevent the character from dying. First Aid will be effective if applied, but usually heals too little to counteract the effects of poison. Medicine, with the appropriate antidote, is the only sure cure. The correct antidote immediately and completely neutralizes the poison and allows healing to take place. Poisons that paralyse or make a person sleep do not kill: they achieve their effects with the object of keeping the victim alive. Wounds inflicted by such a poison may be healed through natural healing while the character is paralysed or asleep. First Aid and Medicine are also effective.

Wounds inflicted by dirty weapons, such as swords or spears from primitive civilizations, may be infected. Such Wounds can be treated as slow-acting poisons, building up from Wounds 1 to a maximum of Wounds 3, with an effect time of 6 to 24 hours. The referee may change these values depending on the circumstances.


There are usually 3 metres to each vertical area.DOCTOR WHO — TIME LORD FALLS Vertiginous heights are very much a part of DOCTOR WHO. The type of ground that the character falls on decides the base amount of Wounds that are inflicted. A fall of 3 areas onto rock would inflict 7 Wounds. for example. such as Swimming to represent diving into water. hard ground. Soft ground. inflicts 1 Wound. and particularly dangerous ground. the same fall into water would inflict only 4 Wounds. such as packed earth. The number of Wounds a character takes from any fall depends on the distance he travels and the ground he lands on. is only a fall of one area. such as jagged rocks or spikes inflicts 4 Wounds. the Wounds that would be inflicted by the fall count as the difficulty of avoiding injury. inflicts 2 Wounds. so a fall of 3 metres. Distance is measured in terms of vertical areas: the referee decides how many areas represent the distance. 62 . The number of areas the character falls is added to this base value to determine the total number of Wounds inflicted. and characters should quite rightly be wary of them. a fall of 10 metres is a fall of four areas. One slip when ascending or descending a cliff face can mean death or severe injury at the least. such as mud or water. If a character attempts to use an appropriate ability to avoid injury. rock inflicts 3 Wounds.

If he is overcome. for example. The number of action turns that a character is without completely without air counts as a difficulty against Strength that he must beat to avoid taking damage. They must beat the difference at the end of every research turn instead of every action turn. with Strength 4 and Iron Constitution 1 has a total ability of 5 to resist suffocation or drowning: he could easily remain without air for four action turns. 63 . the effect is much the same: they cannot breathe because their air supply has been cut off. he have a chance to recover at the end of the next turn to resist the further effects of oxygen deprivation. Turlough. Characters put into a hypnotic trance. a special ability such as Iron Constitution increases his resistance. Any character who fails to beat the difference takes 3 Wounds. however. by the removal of air from an airlock — better than usual.DOCTOR WHO — TIME LORD SUFFOCATION AND DROWNING Whether a character is drowning or suffocating. can resist the effects of suffocation — caused. If he fails to recover he automatically take 3 Wounds. and would only start trying to beat the difference on the fifth turn.

DOCTOR WHO — TIME LORD PART FOUR The Cast of Thousands 64 .

As far as the Doctor is concerned. however. Fisticuffs 1. cream and brown checked trousers and waistcoat. however. Iron Constitution 2. the Doctor is seldom methodical. pince-nez. As masters of time travel. along with the names of the companions he has regularly travelled. Most remarkable of all their abilities. and is entitled to wear its scarlet and orange ceremonial robes. Blunt Weapons 2. and an ability to fall into a self-induced trance (in effect. arrogant and determined to get his own way. who wear green. the Doctor is in self-imposed exile from Gallifrey. First Aid 2. what the Doctor knows in one incarnation does not necessarily transfer to the next one. self-hypnotism) to save them from truly harmful conditions. Bargaining 1. hawklike face. can regenerate only twelve times. Sleight of Hand 1. either. His TARDIS is as temperamental as he is. If he interferes willingly. but a particularly clever one. and the heliotrope-clad Patrexes. and the Doctor is as likely to get caught up in events over which he has no control as he is to stumble across Daleks or Cybermen. to the extent that in his first and second incarnations he has no real control over its destination. Cheat Death 2. There is seldom any consistent plan to deal with enemies. He is vain. Time Lords have two hearts. Law 2. Each of the seven Doctors is detailed on the following pages. Astrogation 1. Indomitable Will 1 Awareness: 4. TARDIS 1 Determination: 7. however. On Gallifrey. a phenomenal constitution that enables them to withstand environments that would kill a human. In this incarnation. all Time Lords can regenerate their physical form to compensate for massive tissue damage and to avoid impending death. the next he can be accusing his companions of all kinds of treachery. wing-collared white shirt. penetratingly intelligent blue eyes and long. are not always easy on the Doctor or his companions because his new personality takes time to stabilize. especially to balk the forces of evil that are at work in the universes of matter and antimatter. Science 2. The Doctor is commonly mistaken for ambassadors or badly needed experts. Striking Appearance 2 Dressed in a black frock-coat. Like a snake shedding an old skin. Parts of his memory open and close. his people have a responsible policy of non-interference in the affairs of other species. he knows best 65 . Electronics 1. Bureaucracy 1. Disguise 1. His physical size and appearance change as well. Medicine 1. A Time Lord. a practice that the Doctor is constantly trying to prove is wrong: he believes interference is sometimes warranted. Stealth 1 Size: 3 Weight: 4 Move: 2. even in his somewhat unreliable TARDIS. MacGuffin 2. is that of regeneration.DOCTOR WHO — TIME LORD WHO IS THE DOCTOR? An incorrigible meddler in the affairs of other species. as the Doctor says. he always acts for the best of intentions. Eloquence 2. the Doctor is tetchy and temperamental: one moment he can be warm and friendly. Running 2 Knowledge: 6. Each incarnation of the Doctor has unique traits and abilities. the planet of the Time Lords. Sensitive Nose 1. Detective Powers 1. swept-back white hair. Intuition 2. limiting his form to thirteen incarnations and ultimately restricting his apparent immortality. Pseudoscience 1. TARDIS key Strength: 3. the Doctor is known as a graduate of the Prydon College of the Academy. Robotics 1. revealing new talents and obscuring old ones. although a new incarnation is likely to be unhappy about the changes to his physiognomy. his skills are likely to be put to use before he has a chance to explain — by which time it is too late to protest. Even as a crusader of time and space. the first incarnation of the Doctor is distinctive enough before even considering his lined. Bench-thumping 1. He prefers the freedom of roaming throughout time and space. blue-stoned ring. Regenerative Powers 3 Control: 4. regimented existence of the Time Lords. Prydonians are considered to be the best students out of the Arcalians. The Doctor is currently in his seventh incarnation. Anyone who is given the role of the Doctor to play should carefully study the abilities and traits of the appropriate incarnation. Such regenerations. black floppy ribbon tie. Refined Palate 1. no matter what arguments are raised against him. He is undoubtedly an eccentric. The Doctor’s weapons are truth and bluff: use them well! THE FIRST DOCTOR Apparent age: late 60s Species: Gallifreyan Equipment: Walking cane. Acting 1. The trouble with regeneration. to the dull. is that you never know what you are going to get. These names are provided to tell the players and the referee alike which companions travelled in the TARDIS at the same time so that only suitable ones adventure together. Cryptanalysis 2. silk handkerchief.

from which he is a runaway. 500-year diary. Detective Powers 1. He often seems to be nothing more than a bumbling idiot. First Aid 2. Sleight of Hand 1. Indomitable Will 2 Awareness: 4. His scientific methods are haphazard. however. The second Doctor is an accident waiting to happen: he blunders his way through space and time relying on luck and quick thinking to extricate himself and his companions from trouble. Mischievous blue eyes twinkle out of his cheerful. Regenerative Powers 3 Control: 4. and he will do his utmost to thwart or destroy what he believes is wrong. Law 2. Jamie and Zoe. Robotics 1. wrinkled face. Ben and Jamie. By nature the Doctor loves a puzzle: he is intrigued by things that are out of place. the Doctor can look cheerful. Brawling 1. Polly and Ben. Piloting 1. sulky and then bemused in a matter of minutes. Jamie and Victoria. He is somewhat amoral. and he will often confuse them: Ian Chesterton often gets called Chesterfield. The crusty nature of his first incarnation has gone: the Doctor welcomes the presence of companions aboard the TARDIS and meets the unknown with a cheerful. His memory for names is poor. small straggly navy bow-tie with white polka-dots. Science 2. the Doctor is sometimes just bluff and bluster. THE SECOND DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Gaily painted recorder. He maintains his clear-headedness by abstaining from alcohol. Suitable groups of companions: Ian. especially by his less experienced companions. Temporal Science 2. It is then that he begins to doubt his abilities or the safety or effectiveness of equipment. but will quickly assume the credit for any of his companions’ cleverness. an illusion that is usefully disarming and conceals the Doctor’s true intelligence from potential enemies. Yet the Doctor’s clowning and seeming ineffectiveness is not always an act: he is easily flustered. Resourceful Pockets 2. At the same time. ill-considered action. On his travels the Doctor will talk little of his home planet. Marksmanship 1. for instance. He can become obsessed with small objects that to him are quite important yet seem irrelevant to anyone else. Suitable groups of companions: Polly and Ben. His charm can equally be turned on powerful leaders to gain their favour. sonic screwdriver. Cryptanalysis 2. black and pale pink broad-checked trousers. The Doctor will clown his way through adversity to put his enemies off guard until he finds their vulnerable points. sad.DOCTOR WHO — TIME LORD and everyone had better do it his way. Barbara and Susan. When he displays his bloody-mindedness. voluminous silk handkerchief. which is framed by a mop of tousled black hair. 66 . pale blue short-sleeved shirt. and scuffed ankle. the Doctor continually thinks of escape plans or ways of outbluffing or outmanoeuvring his opponents. MacGuffin 2. Yet beneath the charm he can be a devious schemer. Iron Constitution 2. TARDIS 2. Cheat Death 2. Musicianship (recorder) 1. Vicki and Steven. but somehow they get results. Pseudoscience 3. the Doctor appears distinctly ruffled and comical owing to his shapeless clothing: he wears a baggy black frock-coat. Intuition 2. the Doctor becomes an alarmingly aggressive figure: if he loses an argument he becomes ruffled and unsettled. Transmat 1 Determination: 5. telescope. TARDIS key Strength: 4. Medicine 1. Steven and Dodo. Barbara and Vicki. Bench-thumping 3. Con 2. Ian. his strong mind and ability to think quickly make him an inspiring leader who can restore courage to his frightened companions or direct people who are lost in For all his seeming intelligence and capabilities. Electronics 2. His moral sense of good and evil is more balanced. who can panic him into hasty. Running 1 Knowledge: 6. A victim of fast changing moods. Virtually all the Doctor’s new acquaintances are mistrusted when they travel in the TARDIS and it takes time for the Doctor to treat them as friends. He regards his companions as charges that need protecting and shows great concern should one of them go missing or be threatened. making his own. disarming grin. To all intents and purposes he is a gentleman time-traveller with a limited ability to control his ship. sometimes erroneous judgments on good and evil. He regards all of them as largely ignorant of science and short of ideas. Striking Appearance 2 In his second incarnation. Even when things are against him. While the Doctor thinks he will often toot tunes on his recorder to relax or even dance a jig. Polly. Hypnotism 2. Stealth 2 Size: 4 Weight: 3 Move: 3.

Running 1 Knowledge: 6. Disguise 1. Computing 1. he will preach to companions and opponents alike. Command 1.DOCTOR WHO — TIME LORD THE THIRD DOCTOR Apparent age: mid 50s Species: Gallifreyan Equipment: Sonic screwdriver. encouraging them to live together in harmony rather than fighting. Indomitable Will 2 Awareness: 4. Refined Palate 1. The Doctor is an incorrigible tinkerer and a great lover of gadgets and different means of transport. he has piercing blue eyes and mid-length white hair. Robotics 1. Cheat Death 2. THE FOURTH DOCTOR Apparent age: mid 30s Species: Gallifreyan Equipment: Bag of jelly babies. MacGuffin 2. TARDIS 1 Determination: 6. Law 1. Captain Yates and Liz. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. The third Doctor’s dandified image is complemented by an appreciation of fine wine and food: he is undoubtedly a connoisseur. TARDIS key Strength: 5. Indomitable Will 2 Awareness: 4. Sergeant Benton. Regenerative Powers 3 Control: 5. He is always ready to risk himself to save others. Exiled to Earth by the Time Lords. Sleight of Hand 2. Explosives 1. ultrasonic dog whistle. the Doctor is an exponent of Venusian karate — one of the few beings with two arms that has been able to master this martial art — which he is quite prepared to use in self-defence. Yet he abhors violence and is always ready to criticize the excessive or unnecessary use of force. Pseudoscience 3. Pseudoscience 3. Striking Appearance 2 If the second Doctor was a clown. Sleight of Hand 2. Science 2. Transmat 2 Determination: 6. Astrogation 1. Temporal Science 2. The Doctor is a humanitarian and an environmentalist. Leaping 1. First Aid 2. Cheat Death 1. Very much a man of action. Rules and authority figures irritate the Doctor: he detests the stonewalling of politicians or bureaucrats when action must clearly be taken. Regenerative Powers 1 Control: 5. Stealth 2 Size: 3 Weight: 4 Move: 3. Mechanics 1. Archery 1. he continually tries to overcome the physical limits they have put on the TARDIS and the mental block he has on dematerialization codes. Archery 1. Bench-thumping 2. given the opportunity. Sensitive Nose 1. Fast Reactions 1. Dangerous or pollution-creating technology is an immediate target for his scathing criticism and he is quite prepared to interfere to encourage environmentally sound progress. He is often to be found head down at work on some circuit in the TARDIS’s control console or making improvements to his antiquated yellow car Bessie. Lockpicking and Safecracking 1. Bench-thumping 3. then the third Doctor can be described only as a dandy. black bow tie and black cape lined with purple silk. flexible face is lined and wise-looking. and he greets the unknown with a ‘How do you do’ rather than a gun. TARDIS key Strength: 4. Electronics 2. Suitable companions: The Brigadier. matching 67 . Striking Appearance 2 The fourth Doctor is a lively. Resourceful Pockets 2. Edged Weapons 2. He always seeks to negotiate a peace between intelligent species. TARDIS 2. Occult 1. he should have the abilities TARDIS 2 and Temporal Science 2. Intuition 2. Driving 1. Electronics 2. Cryptanalysis 2. Intuition 2. Medicine 1. Note: If the third Doctor’s knowledge of time travel has been restored. Computing 1. Running 1. He typically wears an elegantly tailored black velvet jacket. Jo or Sarah. MacGuffin 2. both causes on which. Hypnotism 1. His humorous. First Aid 2. sonic screwdriver. Brawling 1. Sailing 1 Knowledge: 6. Iron Constitution 2. Hypnotism 1. long scarf. Piloting 1. Stealth 2. Science 2. His clothes are decidedly eccentric: a light grey wool coat trimmed with black felt on the collar and cuffs. Resourceful Pockets 1. Medicine 1. Lockpicking and Safecracking 1. Iron Constitution 2. Driving 2. bohemian adventurer with a great passion for his travels in time and space. black trousers. a white shirt with ruffled front and cuffs. He is the voice of reason when others prove indecisive or obstructive. Martial Arts. Occult 1.

He adopts this approach even in adversity: any captor is likely to be subjected to a stream of seemingly inane observations or witticisms while the Doctor plans his escape. TARDIS key Strength: 4. with a great awareness both of his and his companions’ mortality. The Doctor’s carefree approach to his adventures often lands him in trouble from which he sometimes struggles to extricate himself. Command 1. even ordering companions to stay on board the TARDIS. The Doctor will risk his own life to save his friends if they are in trouble and comfort them if they are afraid or upset: he often has to reassure Tegan with the 68 . Piloting 1. he dislikes those in authority. He often goes along with someone’s plan just to buy thinking time: he has a clear sense of right and wrong. Indomitable Will 1 Awareness: 5. Yet their tendency to wander into danger is sometimes the Doctor’s fault: he has a habit of withholding important information while he tries to work out what is going on. Running 1 Knowledge: 6. able to make friends easily with a winning smile and a touch of humour. the Doctor is a hugely charismatic figure. open-necked shirt and a long scarf that has to be looped round his neck many times to keep it out of the way of his feet. He dresses in old-fashioned cricketing clothes: a long fawn coat with red edging. The ensemble is topped off by a wide-brimmed black felt hat. Pseudoscience 3. his naive approach often endangers their lives. Suitable groups of companions: Sarah and Harry. Con 1. blue eyes and a mass of unruly curly brown hair. often with no apparent connection. Striking Appearance 1. Science 2. Marksmanship 2. His blue eyes and straight fair hair heighten his innocent appearance. Although he never intentionally neglects the safety of his companions. The charm. This incarnation of the Doctor is more of a loner than previous ones: he regards companions as a hazard because they require too much safeguarding. Romana 1 and K9. is erratic: the Doctor is temperamental and prepared to be bluntly rude to anyone who interferes with his work. He acts for the best of motives. MacGuffin 2.DOCTOR WHO — TIME LORD baggy grey trousers tucked into brown calf-length boots. He has a wild-looking face. Sport (cricket) 3. And his companions often take the blame for his mistakes. TARDIS 2. Transmat 1 Determination: 6. Nyssa and Tegan. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. however. can conceal a nervous. Witty comments. the Doctor is not afraid to shoot an enemy if he believes it is the best and only solution. Detective Powers 1. Driving 1. he is angry if anyone ever disobeys such an order. the Doctor never seems completely to succeed: his solutions to problems are somehow incomplete and can have tragic consequences. Such nervous energy translates into a sense of urgency when the Doctor finally acts. Adric. Reckless in action. A panama hat with a red hat band is usually kept folded in a coat pocket. in his attempts to buy time while he thinks through a problem. however. Computing 1. puns and offerings of jelly babies are the Doctor’s weapons against a hostile greeting. stick of celery on left coat lapel. Cheat Death 2. Medicine 1. He can be too protective. Brawling 2. Bench-thumping 2. cream cricketing pullover and sports shirt also trimmed in red. THE FIFTH DOCTOR Apparent age: early 30s Species: Gallifreyan Equipment: Sonic screwdriver. He tends to be absent-minded. First Aid 2. His seeming innocence makes the Doctor a disarming person to meet: he uses boyish charm and a friendly smile to win the confidence of others. Electronics 2. however. Tracking 1 The youthful appearance of the fifth Doctor belies his great age and experience. cream and red striped trousers and white cricket boots. offering help or advice and sometimes even tinkering before anyone can stop him. cricket ball. Iron Constitution 2. K9 and Adric. Cryptanalysis 2. however. yet is not out of place: this incarnation of the Doctor is far more vulnerable than previous or successive ones. His companions may even find his actions morally unacceptable: despite his abhorrence of unnecessary killing. Odd-looking as he is. Mountaineering 1. Temporal Science 2. a cream and brown waistcoat. Like his previous incarnation. anxious character who is plainly worried about the course of events or the real intent of those people he encounters. Regenerative Powers 2 Control: 4. and does not mean to upset his companions. Romana 2. Stealth 1. Edged Weapons 2. The Doctor is constantly bubbling with ideas and responds quickly to the stimulus of new information. Resourceful Pockets 1. He asks questions of other people at random. He will inveigle himself into hectic situations before the participants even have time to realize there is a stranger among them. leaving behind or sometimes losing vital pieces of equipment. Hypnotism 1. Sleight of Hand 2. His genius. Leela and K9.

Regenerative Powers 3 Control: 5. Striking Appearance 1 Although the seventh Doctor looks like a music hall entertainer. Suitable companions: Peri or Mel. The Doctor will interrupt an opponent with childish outbursts and rude remarks. His temperament is somewhat erratic and changes quickly and violently.’ Suitable groups of companions: Adric. Running 1 Knowledge: 6. The Doctor is quite pleased with his ability to do the unexpected. Medicine 2. Cheat Death 2. however. Electronics 2. Resourceful Pockets 1. Nyssa. Sleight of Hand 2. First Aid 2. Pseudoscience 2. his favourite song is On With The Motley. Cheat Death 2. THE SIXTH DOCTOR Apparent age: late 30s Species: Gallifreyan Equipment: Golf umbrella. Juggling 1. Indomitable Will 1 Awareness: 4. Such changing moods make him appear unstable to his companions. TARDIS 2. and unnecessarily elaborate. making him look like a timetravelling jester. It is as if this incarnation has lost areas of memory restored to him. in which case he sulks. Fond of his own cleverness. abrasive personality. yellow and black striped trousers and orange spats over green shoes. TARDIS key Strength: 4. A blue ribbon-like cravat with white polka-dots is worn round the collar of a white shirt and he wears a cat badge on his left lapel. Tegan. Words are not the Doctor’s only weapon. his comical appearance disguises an in-depth knowledge of the nature of the universe. Intuition 2. the Doctor has a brash. Stealth 1 Size: 3 Weight: 4 Move: 3. Running 1. His red and green particoloured coat is trimmed with both pink and tartan cloth. Unsurprisingly. Stealth 2 Size: 4 Weight: 3 Move: 3. Striking Appearance 2 The garish. Computing 1. He can be unbearable if he is correct. are often showy. Musicianship (keyboards) 1. THE SEVENTH DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Umbrella. MacGuffin 1. Computing 1. He is prone to pontification. becoming smug. Cryptanalysis 1. he also wears a check waistcoat. Escapology 1. His theatrical temperament permits only him to be the centre of attention. the Doctor can be unintentionally rude in pointing out the mistakes or stupidity of others. Science 2. Intuition 2. First Aid 1. Leaping 2. Temporal Science 2 Determination: 7. He is quite able to act quickly and ruthlessly to overcome an attacker. Science 2. Hypnotism 1. and cannot keep quiet while the other person has his say. Detective Powers 1. Bench-thumping 2. The Doctor likes to sing while he works. Hypnotism 1. TARDIS key Strength: 5. Turlough and Peri. Cryptanalysis 2. Iron Constitution 2. Marksmanship 2. Animal Handling 1. Nyssa and Tegan. Sleight of Hand 2. Iron Constitution 2.DOCTOR WHO — TIME LORD words ‘Brave heart. Keen Sight 1. Brawling 1. he is quite prepared to shoot if needs be. and although he shares his predecessors’ dislike of killing. TARDIS 2. Regenerative Powers 3 Control: 4. brightly coloured clothes that the sixth incarnation of the Doctor wears reveal much about his personality. however. Bureaucracy 1. Swimming 1 Knowledge: 7. Con 2. Lockpicking and Safecracking 1. Electronics 1. but to him it is a sign only of genius. or if he is wrong. Tegan and Turlough. Medicine 2. Resourceful Pockets 2. vital information and plots that he must follow up to win the game of chess against evil played on the board of the uni- 69 . resounding voice and has incredible confidence in his own abilities. Disguise 2. He is a supreme egotist: he loves the sound of his loud. teddy bear. Brawling 1. Bench-thumping 1. Driving 1. The Doctor is undoubtedly a great warrior of words: debates and arguments excite him and he is a great orator. His actions. Temporal Science 2 Determination: 6. Indomitable Will 2 Awareness: 4. voluminous handkerchief. MacGuffin 2. Pseudoscience 3. Con 1.

round face has a forehead that is furrowed by the wrinkles of cosmic worry. or they just would not understand. he has blue eyes and short. educating his proteges and increasing their awareness of the nature of the universe. an approach that is helped by his likeable and easygoing nature and an ability to adapt quickly to local customs. He uses his companions as tools against his foes. Suitable companions: Mel or Ace. He needs his companions partly to share his burden. Yet he would never intentionally harm his friends and acts for their best interests. A woollen pullover in the same colours. a trait that seemingly betrays their trust in him. His comical. In spite of his foresight and planning. 70 . he seems to take on the role of teacher. The Doctor bluffs his way into the friendship and trust of others in order to determine what is going on.DOCTOR WHO — TIME LORD verse. around the collar of which is a green. decorated with red question marks. the Doctor tends to underestimate his opponents. dark brown jacket. Mysterious by nature. He is a great schemer whose plans are woven in time and space. although he usually has a back-up scheme. His short scarf and the large handkerchief that dangles precariously out of one jacket pocket are made of the same silk. he becomes abrupt and abrasive. Indeed. brown check trousers and a white shirt. a straw hat with a narrow upturned brim. The Doctor wears a long. red and cream paisley silk tie. He hates authority and if his insistence on action fails to bring results. and a black umbrella with a handle in the form of a large red question mark complete his outfit. curly black hair. the Doctor seldom reveals much of his plans to his friends and allies: either there is too much at stake that he forgets to tell them.

If her trust is betrayed. She has long. Ace is a delinquent. can usually be produced from her resourceful backpack. rather than those who travel only briefly in the TARDIS. straight mousy hair which is frequently scraped up and back and knotted into a plait. west London. she typically reacts by running away. There is scope. To play a companion well. acting as further sets of ears and eyes to gather information that he needs. Ace’s eyes are hazel. He quickly becomes fond of his new friends and is sad to see them leave when they choose to go their own way. it should be remembered that these characters are fallible: they are not hero figures. She typically wears a garishly coloured T-shirt. Keen Sight 1. Marksmanship 2. Computing 1. When playing these roles. Put simply. and detests her real name of Dorothy and her mother. She relishes seeing or playing with machines. Science 1 Determination: 3. On the Doctor’s request she ‘never’ carries it: one or two canisters. Running 1. aluminium baseball bat Strength: 3. self-destructive and prone to sulking if no one pays her attention. Although he may appear abrupt and unfriendly to newcomers in the TARDIS’s crew. Leaping 1. making the most of sometimes limited knowledge and abilities. Brawling 1. Ace is no fool. Audrey. although at times she is naive. a short black pleated skirt. Explosives 2. It is a severe hairstyle that makes her squarish. destructive weaponry or the unknown. called nitronine. and it takes careful and reasoned persuasion to restore her faith. more importantly. Late 1980s street fashion is the best description of Ace’s attire. is a person that Ace trusts. 71 . and even ensuring that his enemies are thwarted should he be knocked out or captured. black leggings and greasy Dr Marten shoes. for such characters to take part in TIME LORD adventures if the referee believes they are necessary — especially if there are too many players to take on the roles of standard companions. a trait that often imperils herself or the Doctor. pleasant face look hard. however. however. Yet they provide vital support for the Doctor. She hates her 20th century home life in Perivale. Striking Appearance 1 Ace is a dangerous. Swimming 1 Knowledge: 4. Companions are usually just ordinary people with few remarkable talents. The Doctor provides a steadying influence and. The friends and companions of the Doctor listed here are those who have adventured with or known him for longer than one adventure — people who can truly be considered companions. Independent Spirit 2 Awareness: 3. Command 1. Ace is petulant and aggressive largely because she is leaving childhood behind and becoming a woman. ACE (DOROTHY) Apparent age: late teens Species: Human. Ace’s scientific interests lie largely in the manufacture of explosives. Anything that Ace fails to understand or that frightens her is usually a subject for destruction. Con 2. unpredictable teenage girl whose experiments with explosives blew her out of 20th century Earth through a time vortex into the far future. a black satin padded jacket that is covered in badges and patches. ghetto blaster. it is partly his concern for their safety that makes him reluctant to accept them on board. Mechanics 1. Blunt Weapons 1. Characters such as Sara Kingdom in The Dalek Master Plan. Mountaineering 1.DOCTOR WHO — TIME LORD COMPANIONS If there is one thing that is clear about the Doctor it is that he needs companionship on his travels. She has formulated her own. Resourceful Pockets (pack) 2. is a challenge and can prove more rewarding than playing the multitalented Doctor. the Trojan slave Katarina from The Myth Makers and Ray from Delta and the Bannermen are not included: they are secondary characters who have helped the Doctor but not gone on to travel with him on other adventures. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. Earth Equipment: Large backpack. On the whole she is unruly. Cheat Death 2 Control: 4. which is frequently used to devastating effect. Driving 1.

star-shaped badge for mathematical excellence. He is a native of Exo-space — the negative side of the universe — and a descendant of the rapidly evolving marshmen of the mist planet Alzarius. good-humoured boy who is concerned about the well-being of his fellow companions in the TARDIS. Stealth 1. he is a cheerful. even to the extent of betraying his friends. Screaming 1. Intuition 1. Adric’s fault is that he can take commands or suggestions too literally. BARBARA WRIGHT Apparent age: late 20s Species: Human. And she will become assertive if she has to champion a cause she believes in. Independent Spirit 2 Awareness: 2. obeying them with studious accuracy. She is on the verge of becoming the liberated woman that Earth society in the 1960s brought forward. 72 . Cheat Death 2 Control: 4. Keen Sight 1. she enjoys dressing up in period clothing. she is easily scared by the unknown and can behave irrationally. although she tends more to appreciate its fineness or the quality of jewellery. blue. Usually. Earth Equipment: None Strength: 3. such as the Master. Striking Appearance 2 Barbara is an attractive and intelligent history teacher who worked at Coal Hill School in London. He wears a yellow jerkin with beige sleeves: on the left breast is a red pocket to which is attached a goldedged. Science 1 Determination: 3. straight hair which comes down to her neck. She is likely to become emotional when trapped or imprisoned and at times such as this she turns for support to her colleague and close friend Ian Chesterton. neck-length straight hair. Running 1 Knowledge: 5. Barbara typically dresses formally in a matching jacket and knee-length skirt with either a blouse or polo-neck top. she does have inner strength which can manifest itself in situations where she might ordinarily be expected to break. History 2 Determination: 3. however. or at least believes is the right one in the circumstances. Strong Passion (Ian Chesterton) 2 Awareness: 3. baggy trousers complete his attire. a sharp. In turn. Beige.DOCTOR WHO — TIME LORD ADRIC Apparent age: mid teens Species: Alzarian Equipment: None Strength: 3. She will support and comfort other women who are scared or upset and restrain her own fears while doing so. Adric is eager to be accepted by other people because he has no family and no reason to return to his home planet of Alzarius. Although Barbara is a vulnerable character. Mathematics 3. a snub nose and brown eyes. Despite her ability to reason sensibly. Round-faced Adric has black. and he tends to dismiss the opinions of more experienced people. Acute Hearing 1. He is happiest working out complicated problems for pleasure and can become so involved in a calculation that he fails to notice his companions want to talk to him or have left him alone. bouffant. He looks about 16 years old. Quick Recovery 3 Control: 4. Acute Hearing 1. oval face and green eyes. Keen Sight 1 Adric is a young Alzarian scholar who is brilliant at mathematics — a subject for which he has a strong passion. Blunt Weapons 2 Size: 3 Weight: 3 Move: 3. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. the enemies of the Doctor. First Aid 1. she can become distressed if he is not there to comfort her. and Adric can find himself manipulated into working against the Doctor. His intelligence and scientific approach to life make him vulnerable to the utopian concepts of other people or races. Like Ian Chesterton. Running 1 Knowledge: 4. His confidence in his own genius makes him arrogant and pugnacious. appreciate how useful the young scholar’s skills are to their plans. She has brown. however.

He habitually drops his aitches in speech and uses Cockney rhyming slang. BEN JACKSON Apparent age: mid 20s Species: Human. Brawling 2. Engineering 1. Ben does not seem to be able to accept the change from a serious old man to what he regards as a clown. Benton’s trust in the Doctor even extends to allowing the Time Lord to escape from his custody. Mechanics 2. Explosives 1. Ben gets on well with Polly. Brawling 1. well-intentioned and honest sergeant of United Nations Intelligence Taskforce and is assigned to Brigadier Lethbridge Stewart’s immediate staff. Ben has fair. SERGEANT BENTON Apparent age: early 30s Species: Human. Tracking 2 Benton is a charismatic. Initially wearing his blue sailor’s uniform with bell-bottoms and cap emblazoned HMS Teazer. is very different. Cheat Death 1. Ben’s experience as an able seaman in the Merchant Navy makes him tough and resourceful. however. often calling her Duchess. Sailing 1. He is a dependable character with a strong liking for the Doctor and his travelling companions. Cheat Death 1. he would rather be part of the action. He wears either a striped shirt or polo-neck and V-neck pullovers with slacks. He is quite able to hold his own in a fight and equally can tackle problems that require practical knowledge or where available resources are scanty. Stealth 1. impertinent Cockney sailor who met the Doctor in 1966 while on a shore posting: his ship had just sailed to the West Indies for six months. Stealth 1 Size: 4 Weight: 3 Move: 3. walkie-talkie Strength: 5. He is a capable tactical leader and an accurate shot: only the invulnerability of aliens to gunfire make his assignments impossible. As a UNIT sergeant. His attitude towards the second Doctor. He will argue a point forcefully and insistently even if his efforts are to no avail. but neither person seems to realize the truth. Bureaucracy 1. making it a very English relationship. Lockpicking and Safecracking 1. Quick Recovery 1 Control: 4. Benton will jump his captor. Driving 1. Barbara’s reactions and decisions will be strongly coloured if Ian is affected by them. Threatening Benton with a gun is a dangerous pursuit: if an opportunity arises. First Aid 2. He regards the Doctor very much as the captain of the TARDIS and treats him with respect. although she tends to restrain her feelings: it is Ian who often speaks for both of them. First Aid 2. 73 . Precision 1. Ben will probably do it with little argument. Marksmanship 3. And if he cannot win by direct argument he will try to think of another way of achieving an objective. Benton often ends up obtaining equipment for the Doctor’s experiments and devices or running mundane errands for Captain Yates or the Brigadier. She is in love with Ian. as a result he is more argumentative. the Doctor finds this difficult to understand. silencer.DOCTOR WHO — TIME LORD The Doctor often infuriates Barbara. Ben is used to taking orders. Although he often accepts these tasks stoically. Con 2. Swimming 1 Knowledge: 4. Quick Recovery 1 Control: 4. so if someone in a uniform tells him to do something. Fast Reactions 1. with whom he sympathizes when the Doctor demonstrates the impossible side of his nature. Intuition 1 Ben is an arrogant. Range 4). Navigation 1 Determination: 4 Awareness: 3. Running 1. Piloting 1. Marksmanship 1. sandy hair and hazel eyes. Running 1 Knowledge: 4. Earth Equipment: Penknife Strength: 4. Wilderness Law 1 Determination: 4 Awareness: 3. Ben quickly adopted fashionable civvies for his adventures with the Doctor. Earth Equipment: Automatic pistol (Wounds 5. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3.

an independent. Quick Recovery 1 Control: 5. he rarely drives himself anywhere. His practical. 74 . although he greatly realizes the Time Lord’s usefulness. Striking Appearance 2 Brigadier Alastair Gordon Lethbridge Stewart is head of the UK section of the United Nations Intelligence Taskforce. Lethbridge Stewart has a handsome. He variously wears full officer’s uniform or combat fatigues depending on the nature of his assignment. If it is inexplicable and alien. THE BRIGADIER Apparent age: late 30s Species: Human. angular face. worldwide intelligence group that monitors and investigates alien threats. Brawling 1. the Doctor is the man that the Brigadier wants on the job regardless of what government officials say. down-to-earth nature means that he understands little of the Doctor’s scientific mumbo-jumbo. The Brigadier favours using an old-fashioned Webley pistol as his sidearm. He will often come up with another. Cheat Death 2. good-humoured nature means he gets on well with the troops and low-ranking officers alike. complete with a light. The Brigadier is slightly chauvinistic and will not allow the Doctor’s young female companions to put themselves in danger.DOCTOR WHO — TIME LORD Benton suffers from poor luck — people or objects he is suppose to be watching often disappear or go missing — which is sometimes mistaken for incompetence. Bureaucracy 1. First Aid 1. The Brigadier resents and dislikes higher authorities obstructing his investigations and is not afraid to say so or to take action against them. Wilderness Lore 1 Determination: 4. The Brigadier becomes snappy and abrupt with men who fail to accomplish their tasks. Benton is ‘one of the blokes’ at heart and is sometimes distracted by the desires of his stomach for food! His likeable. he is usually accompanied by a driver or pilot. Range 4). Command 2. He is courageous but not foolish. Running 1 Knowledge: 4. sand-coloured UNIT beret. As an officer. Marksmanship 2. In spite of regular confrontations with the unbelievable. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. the Brigadier is still sceptical about the Doctor and space-time travel. but he often finds himself subject to the rules of the nationalistic British government which does not appreciate his global priorities. Explosives 1. Piloting 1. a neatly trimmed black moustache and hazel eyes. he is prepared to accept what the Doctor says is true. plausible reason even if it is wrong and the alien landscape in front of him does turn out to be somewhere other than Cromer. short black hair. Lethbridge Stewart is a classic example of the officer who leads his men from the front and who would not ask them to do anything he would not do. Solidly built Benton has a squarish face. It has taken only a few adventures with the Doctor to make Benton believe almost anything is possible: although Benton might not understand the Doctor’s scientific explanations. Indomitable Will 1 Awareness: 4. Earth Equipment: Revolver (Wounds 5. blue eyes and mid-brown short hair. Technically he reports direct to UNIT’s main base in Geneva. walkie-talkie. He devises clear. sensible plans of action but is overfond of using military force to beat off aliens even if they appear to be bullet-resistant. Driving 1. binoculars Strength: 4. He dresses in either a khaki uniform or combat fatigues. Fast Reactions 1. swagger stick. The Brigadier is an exceptionally competent army officer with an ability to adapt quickly and make the most of the resources available to him.

yet will defiantly face adverse situations with a British determination to play things by the rules right until the end. Harry is a lieutenant in the Royal Navy. She makes extensive use of the TARDIS’s wardrobe. Despite her startling adventures. First Aid 2. Marksmanship 1. Failure. Science 1 Determination: 4 Awareness: 2. pale blue shirt and naval tie. neatly cut black hair. Driving 1. Dodo typically wears sensible flat black shoes. even if there is a common aim. all Harry is likely to comment is: ‘I say!’ Unintentionally chauvinistic. Running 1 Knowledge: 4. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. Cheat Death 1 Control: 4 Size: 4 Weight: 3 Move: 3. Dodo has a roundish. He has a frank and hearty manner which translates into a boyish enthusiasm for supposedly glamorous duties such as spying. Confronted with the unknown. 75 . in Harry’s eyes. He typically wears naval club attire: a navy blazer. who has described him as a clumsy. Yet she acts as a welcome check on the hasty. curly brown hair. ham-fisted idiot. ill-considered actions of Steven Taylor and often prevents him from doing something foolish. Running 1 Knowledge: 4 Determination: 3 Awareness: 3. Blue eyes twinkle out of Harry’s squarish face. hazel eyes and short. Cheat Death 1 Control: 3. The outfit was topped off with a floppy red peaked cap. She has a distinctive. Medicine 2. however. She is easily scared by the unknown. Perhaps Dodo’s most striking choice of clothes is the sleeveless. which is framed by short. Escapology 1.DOCTOR WHO — TIME LORD DODO (DOROTHEA) CHAPLET Apparent age: late teens Species: Human. Her almost ceaseless optimism can be irritating. HARRY SULLIVAN Apparent age: early 30s Species: Human. Striking Appearance 1 Well-intentioned Harry Sullivan frequently makes life awkward for the Doctor. where he is a medical doctor. Striking Appearance 2 Cheerful 1960s London schoolgirl Dodo treats adventuring with the Doctor as one big game. does not seem to deter him: his strength is that he will keep trying until he succeeds. Earth Equipment: None Strength: 3. low-cut bright red top with a central. thick black ring and a short black skirt decorated with many bright red rings that she wore in the Celestial Toymaker’s realm. however. Her naivety means she is easily duped: it would take only a pretence of being injured for an enemy to convince Dodo to drop her guard. She frolics through time and space with complete faith that the Doctor knows what he is doing and can get his companions out of trouble. Harry acts the gallant when women are around and is reluctant to let them do anything remotely dangerous. make him seem over-protective: it certainly irritates Sarah-Jane who is fed up being called ‘old girl’ or ‘old thing’. are precious. Harry always tries to do what is best for his friends. Disguise 2. but somehow it has a habit of going wrong. A duffel-coat seems to be all he needs to survive the harshness of cold climates. smiling face. Musicianship (piano) 1. Her youthful impulsiveness and independent spirit are quite likely to send her off on completely different directions from those of her companions. fragile objects. especially to the Doctor when it is time to be serious. He appears disarmingly friendly. Dodo maintains her child-like qualities. Earth Equipment: Emergency medical kit Strength: 5. rough London accent which makes her laugh seem rather throaty at times. Women. Screaming 2. Brawling 2. grey trousers and black shoes. His good-natured and caring approach can.

Ian has a handsome. Strong Passion (Barbara Wright) 2 Awareness: 3. Outwardly an observer might notice only that they were good friends. Such dressing up brings out the dandyish side of his nature: he will often ask female companions what they think about his outfit. Earth Equipment: Dirk (Wounds 4) Strength: 5. Marksmanship 2. Ian has adjusted well to time travel and finds the exploration of new worlds is stimulating. Running 1 Knowledge: 4. These qualities and his bravery do justice to his title of Sir Ian of Jaffa.DOCTOR WHO — TIME LORD IAN CHESTERTON Apparent age: early 30s Species: Human. He usually wears a neat suit with shirt and tie. Acute Hearing 1. Cheat Death 1 Control: 3. is quietly heroic: he might only boast of his exploits after an adventure has ended. neatly cut brown hair. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. although his upbringing means he is superstitious and largely ignorant of technology. Striking Appearance 1 Ian is a forthright teacher who frequently questions the motives and actions of the Doctor. Jamie is a brawny youth with brown hair and blue eyes. although their relationship has developed only during their travels with the Doctor. but is ready to adapt to his environment and wear period clothes. The Doctor’s actions sometimes puzzle Jamie. He is fond of the Doctor. Cheat Death 1 Control: 4. awarded to him by King Richard I of England at the time of the Crusades. a dirk which is usually stuck in the top of one of his long socks. Ian. When he does understand what is happening it is quite likely that he will unintentionally blurt out part of the plan before realizing that it was meant to be a secret. Unusually for one of the Doctor’s companions. Brawling 2. Although Ian is hot-tempered. his tunic if often supplemented or replaced by clothes from the TARDIS’s wardrobe. green eyes and short. his quick-thinking is a constant help when negotiating with other people. Blunt Weapons 1. Musicianship (bagpipes) 1 The Doctor rescued Jamie from the aftermath of the battle of Culloden in 1746. Earth Equipment: Minor useful items typically found in an Englishman’s jacket pockets Strength: 5. Mountaineering 2 Size: 4 Weight: 4 Move: 3. he rarely loses sight of his logic in an argument. Brawling 2. who cannot always work out what the Doctor intends to do. likeable face. He is more a fighter than a thinker. however. Despite coming from a culture which uses muskets and flintlock pistols. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. hardy and full of fighting spirit. Jamie has no difficulty understanding how to use weapons such as blasters. but the Time Lord’s superior attitude and constant testing irritate him and can lead to arguments and a very strained atmosphere. particularly Barbara. The young highlander is tough. His meeting with people from other worlds and times reveal that he has a ready wit. He acts nobly and defensively to help his friends and travelling companions. Driving 1. He wears a kilt and sometimes a plaid. 76 . He is close to fellow schoolteacher Barbara Wright. Edged Weapons 2. Jamie carries a weapon. Jamie is brave and sometimes has to be restrained from rash actions that would endanger his life. but he has a shrewd mind which is quite capable of tackling practical problems. Science 1 Determination: 4. The Doctor effectively inhibits Ian’s resourceful and inventive nature and arguments are often only prevented by the intervention of fellow companions. JAMIE MCCRIMMON Apparent age: late teens Species: Human. Edged Weapons 2. Resourceful Pockets 1.

The accuracy of his English can be quite humorous. Acute Hearing 4. For a robot. Earth Equipment: Lockpicks and skeleton keys. Lockpicking and Safecracking 2. Jo. His responses are short. UNIT’s headquarters is considerably brightened by Jo’s presence.DOCTOR WHO — TIME LORD JO (JOSEPHINE) GRANT Apparent age: mid 20s Species: Human. including their numbers and probable intent. K9 Apparent age: N/A Species: Robot dog Equipment: Reflective armour casing (Armour 6. chunky rings Strength: 3. Stealth 2 Size: 4 Weight: 3 Move: 3. battery powered and capable of independent action and thought. even though he may not be able to explain it simply. TARDIS 1 Determination: 6 Awareness: 4. Highly sensitive scanning systems allow K9 to report on the presence of approaching people or creatures. Striking Appearance 2 Poor Jo always tries to help the Doctor. Driving 1. Size 7. The greatest weakness of K9 is his reliance on battery power: he needs recharging from time to time. Cheat Death 2 Control: 3. Marksmanship 3. blue-grey eyes and a cheerful. Computing 2. attractive Jo is a fully trained UNIT agent. Tracking 2 Professor Marius of the Bi-Al Foundation designed and built K9 to be. Although her placement is because of family influence. Medicine 1. Explosives 1. Mathematics 2. First Aid 1 Determination: 2. pleasantly attractive face. She is slightly scatterbrained and decidedly accident prone. Martial Arts 1. Cryptanalysis 1. Jo has mid-length to long straight fair hair. miniskirts or crisply pressed flares and clumpy platform-soled boots. and is eager to show that she can be of use when one of her specialities is needed. Armour 2). counterpointing the sometimes vague requests or statements of the Doctor. especially if forced extensively to use his blaster. Con 2. Science 1. Radiation 1) with a weak point (neck. she is quite competent in some areas. Precision 3. Stealth 1 Size: 5 Weight: 2 Move: 2 Knowledge: 6. Independent Spirit 2 Awareness: 3. Cryptanalysis 1. baggy paisley or flower-patterned blouses with large. Most noticeably. Running 1 Knowledge: 4. Jo also tends to wear chokers. Regenerative Powers (circuits only) 3 Control: 3. and delivered in a rising electronic voice. The Doctor also cannot resist tinkering to repair or improve parts of 77 . but her irrational or clumsy actions often have a habit of working out for the best. It is sometimes hard for some observers to believe that petite. Special Immunity. quite simply. ‘Affirmative’ or ‘Negative’. She is ideal for wheedling supplies out of hardened quartermasters and the like. is a sweetie. an extendible probe in the centre of his forehead allows K9 to make contact with machines and other computers — including the TARDIS’s — to exchange information. often with the best of intentions. confined to one word questions such as ‘Master?’ or ‘Mistress?’ or brief replies such as ‘Mission accomplished’. Electronics 1. she wears one or more rings on each of her fingers — a gaudy selection of chunky jewellery. Jo has a lovable. K9 has an inquiring mind. K9 can reliably store and recall data using his computer circuits. however. Serendipity 3. K9 can be infuriating to work with as he will orally correct the errors of his master or mistress. He has been programmed with everything his inventor knows and can rapidly assimilate new information. but invariably hinders him or disrupts his experiments. rounded collars. She wears fashionable clothes from the early 1970s: brightly coloured. Always logical and precise. Escapology 2. He communicates with his master by speech. appealing nature that often enables her to get people to co-operate with her rather than being obstructive. Keen Sight 2. Wounds 3 on stun) Strength: 3. his portable computer and doglike companion. blaster (Wounds 7 on kill. Acute Hearing 1. K9 is mobile. in effect.

although her adventures with the Doctor mean she is slowly believing less in magic and more in science. Janis thorn (fast-acting poison 5) Strength: 5. Poisons 2. Medicine 2. The Doctor can summon K9 by blowing on a sonic whistle to which K9’s audio-circuits are programmed to respond. She undertook research at Cambridge University and has degrees in medicine. Her speciality. Keen Sight 2. a tribe of regressive Earth colonists who worship remaining items of high technology as relics. has long brown hair. Her warrior training has made her ruthless and fearless. Running 1 Knowledge: 5. leaving him out of action and in bits in the TARDIS. K9 can issue printed reports using the hard copy output located in his mouth. Edged Weapons 2. Leela has a strongly developed sense of intuition that allows her to sense danger and evil. LEELA Apparent age: mid 20s Species: Regressive Human Equipment: Hunting knife (Wounds 4). Science 2 Determination: 4. Two curved antennas on his head act as tracking and audio sensors. answering at the same time. Striking Appearance 2. Originally called in by UNIT during the first Nestene invasion. Cheat Death 2 Control: 4. Disguise 1. She initially had brown eyes. Driving 1. and she often takes independent and sometimes rash action against the advice of the Doctor. Detective Powers 1. 78 . Archery 1. physics and a number of other subjects. This primitive background means she is superstitious. K9 is ingot-shaped. Stealth 1 Size: 4 Weight: 3 Move: 3. His visual circuits are protected by a red panel running across his forehead. Cryptanalysis 1. tough leather body armour (Armour 3). Running 1 Knowledge: 2. tanned skin and typically wears hard-wearing. Computing 2. She will often unintentionally contradict the Doctor. his tail is a radio aerial. LIZ SHAW Apparent age: late 20s Species: Human. She always carries a hunting knife and often uses a poisonous janis thorn to paralyse and kill her enemies. Acute Hearing 1. ribbed link. 80cm long at the base and built out of a grey metallo-plastic.DOCTOR WHO — TIME LORD K9. Leela asks direct questions of the Doctor and other people. she also boldly states whether something is within her capabilities. she stayed on as the Doctor’s assistant. doglike head is attacked to his body by a flexible. clever scientist who frequently proves she is more than a pretty face. Wilderness Lore 3 Determination: 5 Awareness: 3. K9’s flat-sided. Linguistics 2. Intuition 2. around which hangs a tartan dog collar. Acute Hearing 2. about 50cm tall. A push-button control panel is located in the centre of his flat back. but a blinding explosion in The Horror of Fang Rock turned them blue. First Aid 1. Leela appears to be in her mid 20s. She is quick to suggest killing an opponent as a way to get rid of him. Earth Equipment: None Strength: 3. Her movements are catlike and betray her fierce background. Stealth 2. Thrown Weapons 2 Size: 3 Weight: 4 Move: 4. One result of her direct nature is that she takes people literally and confuses the meaning of unfamiliar colloquialisms and sayings. Tracking 2 Leela is a savage warrior of the Sevateem. Independent Spirit 1 Awareness: 4. Striking Appearance 2 Liz Shaw is an attractive. Iron Constitution 2 Control: 5. is meteorites. Electronics 2. tancoloured hunting leathers and knee-length leather boots. however. when they are questioned by someone. A raised cowling on his snout conceals a blaster that has to be extended for use. and believes it is right to celebrate the death of an enemy.

MEL (MELANIE) Apparent age: early 20s Species: Human. Striking Appearance 2 Nyssa is the quiet but clever daughter of Consul Tremas of Traken. Running 1 Knowledge: 4. In spite of her nervous nature. She is quite bright and inventive. Temporal Science 1 Determination: 4. she seldom takes orders: she usually has to be convinced of the necessity of doing something before taking action. She is truthful. Mel always seems to be bounding with energy. as does her tendency to wear candy-coloured clothes. Computing 2. Science 1 Determination: 4 Awareness: 3. Medicine 2. Gymnastics 1. Traken Equipment: None Strength: 3. she often has to compensate for the Doctor’s sulkiness by explaining events to people or pacifying them. floppy-brimmed hat. Detective Powers 2. Screaming 1. tried to change the ways of an incorrigible space pirate and attempted to imbue an indecisive coward with bravery. she can seem squeaky-voiced and anxious. Bureaucracy 2. She typically wears white sacks with navy polka-dots. Marksmanship 2 Size: 4 Weight: 3 Move: 3. Electronics 2. Eloquence 2. the one making up for the shortcomings of the other. She has subjected the Doctor to a fitness programme. honest and very trusting. Con 1. TARDIS 1. Her other great quality. Command 2 Awareness: 3. Fair hair. A matching bow in her hair completes her outfit. Cybernetics 2. Dancing 1. Mel has a thin face and dark green eyes. As a fitness fanatic. Liz has a wry sense of humour and appreciates the Doctor’s irreverent and lighthearted approach to UNIT affairs. Her favourite colours appear to be pink. curly red hair makes her distinctive and easy to spot in a crowd. Astrogation 1. and a mid-blue top with white polka-dots and pleated tails. Stealth 1 Size: 4 Weight: 3 Move: 3. NYSSA Apparent age: early 20s Species: Human. making it sometimes difficult to tell whether she is happy or scared. Cheat Death 2 Control: 4. Computing 1. as the Doctor says. educational experience. green-brown eyes and sharp-featured face would make anyone stand out in the scientific community. First Aid 1. Because she is strong-minded. Whether she succeeds or fails is largely immaterial: it will not stop her trying to compensate for the faults of others. Law 2. Her outfits are rounded off by knee-length white boots. and a white. When she is calm.DOCTOR WHO — TIME LORD Together. She is quick-witted and will make the most of any opportunity presented to her. but Liz also has a tendency to wear outrageously fashionable clothes. Mel’s long. Screaming 2 Mel is a tireless reformer of people. voluminous short coat for outside wear. she and the Doctor make a formidable research team. Acute Hearing 1. Mel is quite adventurous at heart and regards her travels in the TARDIS as an exciting. flat white shoes or boots. It is easy to tell when she is genuinely frightened: loud screams usually result when Mel is confronted by alien monsters or terrifying situations. Her brilliance is sometimes overshadowed by the Doctor’s own genius. Liz becomes quite serious and intense when she has a scientific problem to unravel. a black. which accounts for her belief that there is good in all things no matter how evil they 79 . When she is excited. Electronics 1. Science 2. Pseudoscience 1. Cheat Death 2 Control: 5. Earth Equipment: None Strength: 3. She is imbued with the peace-loving and noble nature of her father. Eloquence 1. is that she has a memory like an elephant’s: she does not forget information or details. Running 1 Knowledge: 5. qualities that suit her computing work in 20th century England. Dancing 1. cream and brown and she tends to wear pink or cream-coloured miniskirted dresses.

Screaming 2. at which point she becomes nervous and edgy. All of her bright. Peri has an oval face. wavy auburn hair. Peri will make her opinions known and forcefully ensure that a sensible course of action is taken. Peri has a noticeable accent: a high-pitched nasal American voice which has a tendency to whine when she is panicky. Science 2 Determination: 3. blue-grey eyes and long. Her technical background means she sometimes lapses into incomprehensible scientific speech. She prefers to let other people act and interferes only if they get nowhere. Her father’s form has been usurped by the Master. Striking Appearance 2 As an American botany student. summery clothes usually clash with the Doctor’s outrageous outfit. PERI (PERPUGILLIAM) BROWN Apparent age: early 20s Species: Human. Like Tegan. narrow oval face. Nyssa can be provoked into action when those she cares for are endangered. Peri relies on intuition and instinct. aristocratic. Her trust in the Doctor is absolute. She quickly gets fed up with places and people if they have no interest for her. Rather than plan her actions. Earth Equipment: None Strength: 3. She favours wearing brightly coloured culottes with either matching leotards or colourful blouses. Peri is easily scared and responds by shrieking piercingly and loudly if she is taken by surprised or confronted by dangerous aliens. 80 . None of this gear is particularly suitable for running around strange planets: after several adventures she raided the TARDIS’s wardrobe. Independent Spirit 2 Awareness: 3. a field of knowledge which she has been able to develop with the help of Adric. hazel eyes and shoulder-length straight. Her youthful. Cheat Death 2 Control: 3. brunette hair. often resorting to bitter sarcasm to make it known that she is unhappy. She is also trying to research telebiogenesis to understand the Doctor’s regenerative process. This habit makes her unpredictable but also gives her a finely developed sense of trustworthiness: she seems to know when someone intends to harm her friends or herself. a wide smiling mouth. Stealth 1 Size: 3 Weight: 4 Move: 3.DOCTOR WHO — TIME LORD might seem. Her adventures with the Doctor have given her an enviable tan. tight-fitting trousers of the same material. whose mathematical abilities have enabled her to solve problems that were once beyond her. Bioelectronics is Nyssa’s speciality. Her inaction and desire to stay in the background can sometimes make her seem a nervous worrier. and high-heeled shoes. scientific mind. Running 1 Knowledge: 4. Yet if everyone else seems to be wasting time or approaching a problem the wrong way. Nyssa has an attractive. She typically wears her Traken court clothes: a maroon velvet jacket with puffed sleeves and fur trim. Loyalty and a sense of right and wrong are some of her strongest traits. although her intelligence rarely has a chance to surface out of the general level of terror that travelling with the Doctor instils in her. Intuition 1. and she started travelling with the Doctor in the hope of restoring her father to his former self. Peri has an inquiring. independent nature means she does not like being lectured by her elders: she is the sort of person that needs warning twice to keep her out of harm. Although she is quiet and thoughtful.

Cryptanalysis 1. but also a cheeky one: Polly is fond of pulling kooky faces behind people’s backs. First Aid 1. Haughty and aloof by nature. Romana makes much of her triple first from Gallifrey’s Academy and can be infuriatingly correct where the Doctor’s apparently illogical and haphazard approach fails. She continues this clown-like behaviour on her travels with the Doctor. Once she has plucked up courage. She is easily scared by monsters and will often scream when one surprises her. TARDIS 2. Marksmanship 2. Ben Jackson. sharp mind and a humane view of life: she is shocked by killing. Running 1 Knowledge: 3. Riding 1.DOCTOR WHO — TIME LORD POLLY Apparent age: early 20s Species: Human. the hottest night spot in town. Stealth 1 Size: 3 Weight: 3 Move: 3. Regenerative Powers 3 Control: 4. She is a poor judge of character. Stealth 1 Size: 4 Weight: 3 Move: 3. Polly has an inquiring. Whatever difficulties she gets in. Iron Constitution 2. Running 1 Knowledge: 5. Romana is quick to put down people who she believes are intellectually inferior to her and is reluctant to accept the word of a more experienced person as true. She typically wears above the knee dresses. often not seeing beneath a dishonest facade. MacGuffin 2. however. Her face is heart-shaped with strong cheekbones. Sleight of Hand 2. She knows where to find the top night clubs and regularly goes to The Inferno. is a good friend and he and Polly often tease each other. Computing 1. Earth Equipment: None Strength: 3. the TARDIS is a scientific museum piece that has long since been superseded by more advanced models of time machine. however. To Romana. which is where she met fellow companion Ben Jackson. Much of the time the people she meets treat her as an attractive coffeemaker. Screaming 1. 81 . That said. despite his rough nature and background. although she does not protest at being assigned such a role. Science 1 Determination: 4 Awareness: 3. First Aid 2. she can happily turn her hand to repairing old electronic equipment. Bureaucracy 1. and can be quite gullible if she is told something that she does not already know. Screaming 2. she is prepared to argue and ask questions. Temporal Science 2 Determination: 5 Awareness: 3. Cheat Death 2 Control: 3. Her employer describes her as a cracking typist. intelligent Time Lord who was assigned to the Doctor to help him find the segments of the Key to Time. Eloquence 1. She has extensive theoretical knowledge about many scientific subjects but lacks the experience to apply them. ROMANA 1 Apparent age: late 20s Species: Gallifreyan Equipment: None Strength: 3. Electronics 3. she is disdainful about high-technology from cultures other than the Time Lords’ because she regards it as primitive. Dancing 2. Striking Appearance 2 Fair-haired Polly is part of the swinging social life of London in the 1960s. Striking Appearance 2 Regal-looking Romanadvoratrelundar — the Doctor calls her Romana — is a young. She will often analyse the personality defects of a person out loud in an almost offhand way. large earrings and heavy eye makeup and looks quite a dolly bird. she will face stoically: it takes something really horrifying for her nerve to crack. Pseudoscience 3. Cheat Death 2. Polly is secretary to Doctor Brett of the Wotan project at the Post Office Tower. Science 3. Polly approves of the wardrobe in the TARDIS which furnishes her with plenty of fashionable clothes appropriate to her debby background.

a regeneration she went through on a whim rather than out of necessity. making her nearer to the Doctor in temperament. including a long white scarf. Her own wardrobe in the TARDIS comprises fashionable for different planets in time and space. Romana is beginning to realize her full scientific potential because of the experience she receives from each new adventure. Although she constantly changes her clothing. Driving 1. Cheat Death 2. Practicality is seldom considered when she chooses what outfit to wear for her adventures: her apparel is often more in keeping with high fashion at a king’s court. The change has brought out the lighter. First Aid 1 Determination: 5 Awareness: 4. Stealth 1 Size: 3 Weight: 3 Move: 3. She lives up to the popular image of feminists at the time: she objects to being told to do things that men regard as women’s work. inquiring mind. Serendipity 1. a schoolgirl’s outfit. Cheat Death 2 Control: 4. such as making the tea or tidying up. Temporal Science 2 Determination: 5. In spite of the change. however. Her outbursts at male chauvinism — of which the Doctor is sometimes guilty — are often unheeded. She is an investigative journalist with an intelligent. She is still worried. Earth Equipment: Capacious handbag Strength: 3. She has long. She will happily disobey the Doctor to pursue her own line of investigation. Among her outfits have been a pink parody of the Doctor’s clothes. Striking Appearance 1 Princess Astra of the planet Atrios provided the model for Romana’s second incarnation as a Time Lord. Science 3. auburn. and a sailor’s outfit with a straw boater. Her round. Romana tends to analyse and work on problems quietly rather than discussing them and co-operates rather than conflicts with the Doctor’s approach to them. Resourceful Handbag 1. Escapology 1. MacGuffin 2. In her first incarnation the 140-year-old Time Lord has long. especially when she believes she excels in a topic that the Doctor is weak on. Con 1. Electronics 3.DOCTOR WHO — TIME LORD Romana’s aristocratic bearing and elegantly featured. Regenerative Powers 3 Control: 4. well-tanned face make her almost classically Grecian in appearance. Computing 1. she has retained her intelligence and scientific interests and abilities. Bureaucracy 1. Independent Spirit 1 Awareness: 3. which leaves her 82 . however. Screaming 1. Sleight of Hand 2. Cryptanalysis 2. TARDIS 2. Marksmanship 2. First Aid 1. Iron Constitution 2. wavy hair and blue-grey eyes. Bureaucracy 1. And she will try to tackle any task that she believes she is the equal of any man at doing. Stealth 1 Size: 4 Weight: 3 Move: 3. smiling face and impish blue eyes make Romana more approachable in her second incarnation. Her travels have made her more independent and she dislikes the idea of having to return to Gallifrey and the stifling society of the Time Lords. straight fair hair. about his tendency to make rash decisions and becomes indignant when the Doctor blames his mistakes on her. Striking Appearance 1 Sarah Jane Smith is a liberated woman from Earth in the 1970s. sometimes taking on more than she can really cope with. Running 1 Knowledge: 5. she wears more practical apparel. Pseudoscience 3. Running 1 Knowledge: 4. more frivolous side of Romana’s nature. SARAH JANE SMITH Apparent age: mid 20s Species: Human. inadvertently stumbling across the occasional menace to Earth’s safety in the process. while on Earth with the Doctor she often pursues stories as a freelance. She frequently demonstrates girlish impulses: she loves to dress up and frequently changes her costume. ROMANA 2 Apparent age: early 20s Species: Gallifreyan Equipment: None Strength: 3.

His self-confidence often does not make up for a lack of foresight in planning or poor timing. Steven has strong features and neatly coiffured light-brown hair. although any slights are usually unintentional. His habit of calling the Doctor ‘Doc’ irritates the Time Lord. a bright yellow waterproof coat. Piloting 2. typically brown with wide lapels and even wider flares. Marksmanship 1. 83 . the Doctor will goad her onwards. Sarah’s clothes range from the fashionably smart to the downright practical. On the planet Mechanus. First Aid 1. Driving 1. His rashness is tempered only by the extremes of a situation. Steven rarely takes anyone’s statement at face value. for example. Whatever he picks is slightly unfashionable. Steven irrationally rushed back to save his panda mascot. She often makes up for lack of skills by tackling a problem enthusiastically. Her career and tendency to storm off in a huff or in exasperation mean she gets into quite a few scrapes from which she needs rescuing. an action that almost cost him his life. Astrogation 2. Escapology 1. Sarah. for more expected adventures she resorts to wellington boots. whose easy going. Earth Equipment: Panda mascot Strength: 5. who snaps rejoinders for Steven to call him by his proper name. when she is on the point of giving up. Wilderness Lore 2 Determination: 4 Awareness: 4. A handsome man. however. This seems to have no effect on Steven. self-confident nature seems impervious to criticism. At one time she might wear a matching trouser suit. Steven is strong-minded enough to make deliberate insults to a person’s face. Striking Appearance 1 Steven Taylor is an adaptable. resourceful but not always inspired spaceship pilot for whom direct action seems to be the best course. Such an attitude makes Steven seem blunt and tactless. STEVEN TAYLOR Apparent age: late 20s Species: Human. such as a stiff-looking fawn corduroy suit. however. Edged Weapons 1. if he has no one to back him up. or errs on the side of tastelessness. He is dependent on the TARDIS’s wardrobe for clothes because his space fatigues were badly torn and dirtied after two years’ imprisonment on Mechanus. Leaping 1. mid-length skirt and thick woollen pullover. cream and orange striped turtleneck top and brown slacks. Stealth 1 Size: 3 Weight: 4 Move: 3. such as a brown. or by the intelligent reasoning of a companion such as Vicki or the Doctor. heart-shaped faced is framed by mid-length black hair. Computing 1. Lockpicking and Safecracking 1. He is almost smug when he has information that no one else has discovered or worked out. Quick Recovery 1 Control: 4. Her attractive. She protests heartily at any hardships. Sarah gets on well with her fellow companions in the TARDIS and especially the soldiers of UNIT such as Sergeant Benton and Captain Yates. Pain Resistance 1. although she becomes quite despondent if she fails. He is something of a sceptic and tends only to believe that which he can confirm himself. she has blue eyes. is plucky and will try to extricate herself from difficulty on her own. Brawling 2. Running 1 Knowledge: 4.DOCTOR WHO — TIME LORD feeling quite indignant.

narrow slacks. Tegan continued to wear her lilac stewardess’s jacket. although she sometimes realizes the full implication of what she is involved in and becomes afraid. She is in her early twenties. Con 1. She has described herself as just a mouth on legs: she will often speak without giving a matter full thought with the result that she ends up in trouble or doing something she would rather not have done. Cheat Death 1. his shifty behaviour. Susan is resourceful and inventive. Running 1 Knowledge: 6. When she is not unbalanced by fear or a sense of panic. flat shoes and an assortment of plain or striped tops. Computing 1. Even for a Time Lord. Despite her independent spirit and unwillingness to be forced into roles that demean her. hazel eyes and an attractive face with a strong jaw-line. Artist 2. TARDIS 1. Striking Appearance 2 Tegan is an outspoken Australian air stewardess who wandered into the TARDIS believing it to be a police box. Acute Hearing 2. She has since changed into what she must regard as more practical garb for visiting alien worlds — typically a short. Iron Constitution 2. She is brilliant at some subjects. she is an improviser. but not once he is free of the Guardian’s influence. For forays outside the TARDIS she has a short. Only Tegan would shoulder-charge a Cyberman just to put it off its stride! She can become quite emotional. Her dark eyes. yet shows a shocking ignorance in others. Susan rarely has a clear plan of action. and often displays a good sense of initiative when opportunities present themselves. Cheat Death 2 Control: 4. and her impulsiveness can sometime lead to misfortune. especially if the Doctor seems to be doing nothing to resolve a problem. Earth Equipment: None Strength: 3. Tegan has short auburn hair. During her initial adventures with the Doctor. always ready to leap into action. however. in her eyes. Driving 1. Her immaturity sometimes shows when she behaves childishly or selfishly. First Aid 1. however. Striking Appearance 2 Susan is a young Time Lord who fled Gallifrey with the Doctor in the TARDIS he borrowed. Independent Spirit 1 Awareness: 3.DOCTOR WHO — TIME LORD SUSAN FOREMAN Apparent age: late teens Species: Gallifreyan Equipment: Small handbag Strength: 3. 84 . Stealth 1 Size: 4 Weight: 3 Move: 3. although her eyes betray a knowledge far greater than that of the Earth schoolgirl she resembles. she does not proclaim herself to be a feminist: she would rather act than take the time to explain. TARDIS 1 Determination: 5. Science 1. Like the Doctor. Generally. Such suspicion is justified while Turlough is in the Black Guardian’s thrall. thereby bringing hardship on herself and forcing her companions to help her. Running 1 Knowledge: 4. high-collared sheepskin jacket: she rarely wears appropriate clothing for the conditions she must face. framed by her arched black eyebrows and shock of unruly black hair. short skirt and hat. cotton print dress in bright irregular splashes of colour and red court shoes. have a distant. she is a bright and cheerful woman. She is an active companion. Temporal Science 1 Determination: 3 Awareness: 4. irrational and upset. Her affection for the Doctor is strong and she becomes quite concerned if he goes missing. Susan typically wears stirruped. Susan is too young to know much about the universe. Marksmanship 1 Size: 4 Weight: 4 Move: 3. TEGAN JOVANKA Apparent age: mid 20s Species: Human. She distrusts Turlough mainly owing to what is. In human reckoning she looks to be about fifteen years old. First Aid 1. slightly disturbing look about them. Regenerative Powers 3 Control: 4.

Con 1 Turlough appears to be a normal Earth male in his mid to late teens. Swimming 2 Knowledge: 6. Her spaceship crashed on the planet Dido. exile Equipment: None Strength: 4. Astrogation 1. from which she was rescued by the Doctor. might give away his criminal status to someone if Turlough were careless enough to reveal it. Stealth 2 Size: 4 Weight: 3 Move: 3. he is slightly contemptuous of the primitive people of 20th century Earth. He is scrupulous in his efforts to keep the brand hidden. He is reluctant. Pseudoscience 1. He typically wears the uniform of his public school: black blazer. who used him as a tool to try to kill the Doctor — an obligation of which Turlough is now free. about being pushed into things that he would rather not do. One mark. 85 . calm approach. Iron Constitution 1 Control: 4. grey shirt with a wing collar. whose brash. She lacks the patience. a black tie with fine yellow stripes and black shoes. Transmat 1 Determination: 3. Because she is so young. Running 1. Command 2 Awareness: 4. The Doctor’s best opinion of her would be as a foolish child. Vicki is quite resourceful and can cope with surviving on her own: in The Chase she even sneaked aboard a Dalek time machine so that she had a chance of joining the Doctor after they had been separated. Computing 1. Cheat Death 1. Such odd behaviour can also be attributed to his original patron. TARDIS 1. the Black Guardian. to let other people get on with a task. Stealth 2 Size: 3 Weight: 4 Move: 3. Although Turlough seems to act the coward and often advocates leaving the scene of an incident as an way out. Bargaining 1. Science 2. Despite her weaknesses and childish behaviour. she lacks the determination to apply herself to problems to which the solution is not apparent and will give up easily if she seems to be getting nowhere. Turlough has short. and will become sulky or even wander off to find something else to do. Because Turlough comes from an advanced culture. She is bright but seemingly innocent. but is really a Trion who has been exiled to Earth. Earth Equipment: None Strength: 2. and will often accept people for what they say they are. Turlough is quite capable of taking decisive action when it is needed.DOCTOR WHO — TIME LORD TURLOUGH Apparent age: late teens Species: Trion. Animal Empathy 1. Vicki has one great weakness: she is absolutely terrified of heights. Cheat Death 2 Control: 4. Running 1 Knowledge: 5 Determination: 3 Awareness: 3. waistcoat and trousers. He would rather use charm to make a person to see his point of view than argue heatedly. He a criminal in the eyes of the Trion people and is in political exile along with the rest of his family. Screaming 2 Vicki is an orphaned colonist from Earth in the 25th century. a Mesos triangle on his upper left arm. Driving 1. too. direct nature conflicts with Turlough’s detached. His attitude often causes conflicts with Tegan. ginger hair and blue eyes. VICKI Apparent age: mid teens Species: Human. Ian and Barbara. His determination to keep his background a secret gives him a furtive. mysterious air. however. landing herself in trouble. although he would be concerned if she went missing. and easily terrified by alien monsters. Vicki is a quite likeable girl on the whole and gets on well with fellow companions Ian and Barbara: Barbara’s mothering instinct is strong when Vicki is around. Her youth and naivety mean that she is easily taken in by other people. his behaviour is attributable to a desire to find a calm and rational answer to a problem.

Yates tends to be chauvinistic and is reluctant to let the Doctor’s female companions imperil themselves. jacket. He will get the job done competently and conscientiously. although he seems to lack the imagination and foresight that would make him a 86 . long socks and sturdy boots. Bureaucracy 1. Command 2 Awareness: 4. CAPTAIN YATES Apparent age: early 30s Species: Human. is too bulky to allow the Doctor free movement in the TARDIS’s control room. Travelling with the Doctor is gradually changing Victoria’s outlook and making her less shockable and much bolder.DOCTOR WHO — TIME LORD Vicki has a youthful. well-spoken and charming. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. She is a demure young lady. is someone she can understand: he comes from a slightly more primitive time than she does. Piloting 1. This comprises a dress with several layers of petticoats and formidable and constricting undergarments. Screaming 3. She tends to tease him to get him to do things he might ordinarily balk at. By nature he is restless and does not like sitting around doing nothing when something should clearly be done. a fellow traveller. In her initial travels with the Doctor. Left to his own devices he can cope with most situations. Marksmanship 2. however. Electronics 1. Brawling 1. Earth Equipment: Automatic pistol (Wounds 5. Running 1 Knowledge: 3. When he was killed by the Daleks she joined the Doctor on his adventures through time and space. but much of what he knows is familiar. For all his loyalty and his experience. Earth Equipment: None Strength: 3. She has a round face. Eloquence 1. Such an outfit. Cheat Death 2 Control: 3 Size: 4 Weight: 3 Move: 3. Striking Appearance 1 Victoria is the daughter of the Victorian scientist Professor Edward Waterfield. however. He is a typical young army officer: bright. he reassures her and acts protectively towards her. Science 1 Determination: 3 Awareness: 3. however. and mid-length dark hair. she does borrow form the TARDIS’s wardrobe. Striking Appearance 1 As a captain in the United Nations Intelligence Taskforce. blue eyes. and so Victoria has been persuaded to overcome her timidity and wear more practical clothes: she typically wears a knee-length skirt — quite shocking for a generation of women not used to revealing even their ankles — or walking clothes of britches. Jamie McCrimmon. At time. VICTORIA WATERFIELD Apparent age: late teens Species: Human. Range 4). Running 1 Knowledge: 4. Driving 1. Mechanics 1. but he is best in a support role or when leading men against other men. Cheat Death 1. He is a stickler for form except when he is off-duty or on undercover assignments. Victoria wears full Victorian dress as appropriate to her standing. with an ability to get on well with his men and his senior officers. Blunt Weapons 1. Leaping 1. roundish face and mid-length fair hair that she sometimes wears in twin pony tails. and her upbringing means she is modest in behaviour and dress. She typically wears a simple dress with diamond-shaped piping at the hems and collar: the material is dirt-repellent and non-creasing and does not need cleaning. She is a small girl in her late teens. walkie-talkie Strength: 4. however. In return. and tends to faint at horrifying sights or to scream in terror. and has even dressed as a medieval page boy during her adventures. Mike Yates presents a dashing figure. Wilderness Lore 1 Determination: 3. Stealth 1. Yates is a little unnerved by the frequent encounters that UNIT has with aliens and he lacks the steadiness of mind that the Brigadier and Benton demonstrate in such confrontations. Quick Recovery 2 Control: 4.

Earth Equipment: None Strength: 3. such as a dark. Martial Arts 2. primitive ones. ZOE Apparent age: late teens Species: Human. Zoe typically wears futuristic clothing. pink scallops. He is an able second who benefits most from working under a strong. Cheat Death 2 Control: 4. Running 1 Knowledge: 4. childlike frame and features. sparkly Emma-Peeler catsuit and white. or black plastic miniskirt and short-sleeve jacket. simply infuriate her. Intuition 1. She is coolly confident in her own abilities and sceptical of even the Doctor’s attempts at coping with technology. and black plastic boots. and will ask pertinent. both edged with broad. pointed ankle-boots. At the same time she can be quite terrified of the unknown or of hostile or dangerous creatures. Mathematics 2. Her mental powers are phenomenally advanced and are demonstrated by her power of total recall. 87 . Astrogation 2. Science 2. Thick. Piloting 1. blue eyes and short. mid-brown hair. Temporal Science 1 Determination: 4 Awareness: 4. capable leader. Yates is slimly built. He is invariably in full captain’s uniform because of his extensive office role at UNIT headquarters. Robotics 1. Zoe is keen to learn about items and processes she has not come across. handsome face. Striking Appearance 2 Highly intelligent Zoe is almost a mental rival of the Doctor: she believes that the Doctor is not quite as intelligent as she is! She is certainly more adept at dealing with computers than he is and deserves her space station rank of astrophysicist and astrometricist first class. straight black hair that is forced up and back by a narrow headband falls forward to frame her face. Photographic Memory 2. Screaming 1. searching questions to further her knowledge. Zoe is a product of the Earth of the early 21st century. In The Mind Robber she bested fictional comic superhero The Karkus in combat through the use of self-defence. dark make-up. smooth-skinned face is set off by penetrating brown eyes that are usually emphasized by heavy. such as the ones of 20th century Earth. with a narrow. Despite her small. Electronics 1. Computers seem almost like toys to her owing to her ability to quickly work out programs in her head. Zoe is tough and quite able to defend herself. Stealth 1 Size: 4 Weight: 3 Move: 3.DOCTOR WHO — TIME LORD brilliant officer: Yates is usually at least one step behind the Brigadier when it comes to planning. Her round. Computing 3.

In addition. An Auton inflicts 2 Wounds if it strikes with its fists. but very difficult to damage a Dalek or Cyberman with rifle fire — players should not count on their ability to do so — and it would take an increase of only 1 to these aliens’ Armour value to make them virtually invulnerable. for example. Disguise 2 Autons are the mindless slaves of the Nestenes. TIME LORD uses the most consistent one or fills in a few details! The referee should. Each one embodies part of the Nestene intelligence. they have the physical strength of an Auton and the mental powers of their subject. the most dramatically effective version of an alien has been chosen: the Cybermen detailed in TIME LORD. Autons have a characteristically jerky. but it should be easy enough to create them. he should feel free to do so. Replicant Autons are indistinguishable from the real person and can think for themselves. are of necessity a selection of old and recent enemies. have changed considerably since their first appearances in the DOCTOR WHO series. A sophisticated version of the basic Auton. Wounds 3 on stun). if possible. Role-play them convincingly. because the bullets are absorbed. watch a video tape of an episode containing the aliens that are going to be used in an adventure to get a better idea of their mannerisms and their strategies. Weapons Built into the right hand of every Auton is a blaster that inflicts 6 Wounds. At the same time it is important to remember that many of the numerical values assigned to abilities have been chosen to give a balanced game.DOCTOR WHO — TIME LORD ALIENS A great many aliens have been encountered by the Doctor on his travels. therefore. They look like shop window mannequins. At all times. The fingers of the Auton’s hand flip downwards to reveal the narrow gun barrel. for example. Brawling 2. but Autons have not been known to use this setting. fist (Wounds 3) Armour: Full Armour 8 Strength: 5. just as humans do. They are not a succession of monsters to be blown away by trigger-happy companions. The aliens presented here are also only typical of their types: in most cases. and can pass for humans when they are dressed appropriately and given face masks. are those that appeared in The Moonbase and The Tomb of the Cybermen. robots fabricated from plastics and given crude human features. and to detail them all in terms of the TIME LORD rules would warrant a book on its own. When different backgrounds conflict. especially as far as combat goes. Where doubt about abilities has arisen. It is possible. It is inevitable that some people’s favourites will be missing. it inflicts 3 Wounds when set to stun. remember that aliens are full characters. particularly the Daleks and Cybermen. Marksmanship 2 Size: 3 Weight: 4 Move: 3 Knowledge: 2 Determination: 6 Awareness: 4. Special Immunity (bullets) 2 Control: 2. If any referee wishes to make certain monsters tougher or weaker than they appear here. The aliens presented here. Armour The resilient plastics body of an Auton counts as full Armour 8. the replicant. and it is here that it is important to stress that TIME LORD is an interpretation of the DOCTOR WHO universe. a group mind that in parts can control individual Autons and report back to the mental core. Referees should bear in mind that aliens such as the Daleks also have scientists and engineers. lumbering movement that can betray their true identity. if any attack from a firearm which gets through armour but fails to overcome its special ability of Special Immunity (bullets) inflicts no Wounds. Feel free to add or remove abilities to create specialists. 88 . Some enemies. the statistics are for warriors of a particular culture. Make a note of any special abilities that do not appear in Part Three: these are powers that are not available to player characters. and make sure that they convey the full menace of their television counterparts. can be made using the mind print of a person. AUTONS AND THE NESTENE INTELLIGENCE AUTON Weapons: Blaster (Wounds 6 on kill.

When it finds one. in effect working like a slow-acting poison with an attack rate of one action turn and maximum Wounds of 4. in the hope that the scientifically curious will study the globes: whoever finds one first is mentally attacked by the intelligence to provide it with an agent who can prepare for the full materialization of the Nestenes on the planet. the intelligence attacks with its tentacles with the aim of grappling and then crushing its attackers. and plastic flowers made to spray suffocating films in people’s faces. Brawling 2. Each round after a successful grappling attack has been made. rubbery skin of the corporeal form has full Armour 7. seeking out suitable planets to colonize. Weapons In its corporeal form. 89 . Armour The thick. The intelligence travels through space. it imbues with its ability of Hypnotism (but only at the agent’s Determination). Plastics objects vary in Strength. Inflatable chairs can be made to suffocate people. Control and Move.DOCTOR WHO — TIME LORD Weaknesses If an Auton can be deprived of contact with the Nestene intelligence. Marksmanship 2 Size: 2 Weight: 5 Move: 2 Knowledge: 8 Determination: 7. it sends a swarm of meteorites — plastics globes containing part of its being — to the planet. Plastics materials are the Nestenes’ tools: they can control molecularly adjusted plastics to create the robotlike Autons or to make ordinary household objects into weapons of terror. Weaknesses Like its Auton subjects. it is immobilized. but are typically Strength 3. Hypnotism 1 Awareness: 3 Nestenes is the collective name for a disembodied. Plastics that its servants have molecularly adjusted can be controlled by the intelligence. the Nestenes can be driven away by a device emitting the correct frequency to disrupt or block its mental processes. Control 3 and Move 1. the intelligence inflicts 5 Wounds on its target unless that person can break free. The Doctor might typically achieve this by building a MacGuffin that jammed the brain waves of the controlling Nestene. All count as attempts to suffocate the defender. NESTENES Weapons: Tentacle (inflicts Wounds 5 a turn after grapple attack) Armour: Full Armour 7 Strength: 5 Control: 6. The plastics objects are activated by heat or sonic signals: a drop in temperature deactivates them. The intelligence needs to destroy any native population in an area so it can materialize in complete safety. plastic dolls or cables animated to strangle them. mutually telepathic intelligence that takes corporeal form as a cephalopod — a giant octopus. Whoever the intelligence takes over.

fist (Wounds 6).like unit on their chests. Earth and its colonies are therefore often chosen as targets of Cybermen attacks. cold) 3 Control: 3. however. fleshy frames have been replaced. Cybermen look just silver-coloured metal men. disease. Tracking 2 Cybermen are neither evil nor good. They are completely immune to vacuum. In addition to their hard. which coupled with their resistance to cold and heat means they survive where humans would perish — even outside spaceships. Expeditions are led by a Cyber Leader. the bulk of it travels in cryogenic silos from which it must be awakened. Cryptanalysis 1. Eventually. The Tombs of the Cybermen on Telos are riddled with refrigerated chambers to which the Cybermen retreat when they must conserve energy. the leader of the Cybermen. tubelike weapon clips onto the base of the chest unit. owing to their scientific advances. Captured humans are cyberized. The chest unit also houses communication equipment and a light. patrols are headed by a Cyber Lieutenant. They have a good grasp of tactics and know that their invulnerability disconcerts an enemy. The Controller. it was during such an attack on Earth in 1986 that the first Doctor destroyed Mondas. Extreme cold. about 2. seldom leaves their adopted home planet of Telos. Explosives 1. discovered time travel). however. Cybermen can discharge part of their internal power to stun an enemy. except the brain. Cybermen are preternaturally strong. Instead of ears. as yet. because the Cybermen can increase their numbers only by converting suitable subjects. just clinically logical in their actions: they have no concept of fear. Mondas. Hydraulic pipes run over their flexible metal skin and into the accordion. The solid. without which they have become creatures of pure logic. a Cyberman has antennas that emerge from the side of its head and connect to the top. Iron Constitution 2. Special Immunity (heat. Cybermen are disturbing simply because of their sheer inhuman behaviour. Because their weak. The once human inhabitants of their home planet. which inflict 6 Wounds. which had returned to its home solar system. Armour The metallo-plastic skin of a Cyberman counts as Armour 9 full armour. developed the science of cybernetics to the extent that they could replace every part of the human body. in order to become Cybermen. Computing 1. twangy electronic voice: their speech circuits are incapable of inflection. It is the object of propagating the Cyberman race that drives them to travel through space (they have not. are essential to the survival of the Cybermen. where a small metal grille conceals a heat-exchanger. pity. with only circular holes where eyes should be. especially considering their resistance to most other species’ weapons. These Cybermen have Knowledge 7. Human bodies. those that reject the conditioning are often used as workers or infiltrated as superhuman spies into target societies. and a harsh slit for a mouth. Weapons Cybermen carry blasters that use electrical energy and which inflict 8 wounds when set to kill and 4 Wounds on stun. Precision 1. Science 1 Determination: 7. silver humanoid giants that are immune to the extremes of heat and cold and free from the ravages of disease. The electrical discharge from their fingertips inflicts 3 Wounds and counts as a ranged weapon with a range of zero areas.DOCTOR WHO — TIME LORD CYBERMEN & CYBERMATS CYBERMAN Weapons: Blaster (Wounds 8 on kill. Marksmanship 2. 90 . Whenever an invasion force of Cybermen travels through space.1 metres tall. radiation. Cybermen have also developed mind-controlling machines used in combination with neurotoxins to enslave weak-willed humans. Indomitable Will 1 Awareness: 2. With no lip movement and no body language to observe. a process of physical replacement and mental conditioning. Their lack of fear makes them terrifying warriors to encounter. Cybernetics 1. Cybermen speak with a perfectly flat. metal fists. electric charge (Wounds 3) Armour: Full Armour 9 Strength: 6. Wounds 4 on stun). joy or cruelty. Martial Arts 1 Size: 3 Weight: 5 Move: 3 Knowledge: 6. Their faces are impassive metal masks. with metal or plastic parts. forces Cybermen into hibernation. because they do not need to breathe. The optical units can be switched to see into the infra-red spectrum. their scientists eliminated what they saw as imperfections in their brains: emotions. They became Cybermen.

Weaknesses A Cybermat’s eyes count as Size 8 unarmoured targets. for the first six hours after activation because their Strength automatically beats the difference for the first five hours. Cybermats may also be equipped with specialized venoms: in The Wheel in Space they used a metal-corroding fluid to destroy the space station’s supply of bernalium. but only paralyses its target. Gold counts as a fast-acting poison. The most commonly used venom is a neurotoxin.exchanger. Wounds 5. The one used against the Cybermen in The Moonbase would be Wounds 4. The metallo-plastic armour of a Cyberman is vulnerable to particular combinations of organic solvents. Marksmanship 1. it injects one of two types of venom. The grille in the centre of a Cyberman’s chest unit is the only physical weak point: it is Armour 3 and counts as a Size 7 target. which counts as a Wounds 4 fast-acting poison with an attack rate of one research turn. These vary in effectiveness. Leaping 2.DOCTOR WHO — TIME LORD Weaknesses Cybermen need recharging periodically: each hour a Cyberman is mobile counts as a cumulative difficulty against Strength against which each Cyberman must test at the end of every hour in order to remain active. semi-intelligent robots to infiltrate enemy bases. causing the Cyberman to seize up. It has a range of 1 area. energy bolt (Wounds 4. range 1 area) Armour: Full Armour 9 Strength: 2 Control: 2. They are about 50 centimetres long and built from flexible metal segments. two antennas. It must be administered through a Cyberman’s chest grille because it works by corroding the elements of the heat. Weapons A Cybermat’s main weapon is its poisonous bite. which inflicts 4 Wounds but only for the purposes of penetrating armour: it does no real damage. Cybermats can emit a weak energy bolt from their eyes. they have full Armour 9. if the Cybermat’s bite gets through armour. depriving the base of any materials that might be used against the Cybermen. where they secretively destroy materials and personnel. cream-coloured tentacles which brush the ground. therefore. with a rate of decay of 1 an action turn. shooting both out will deactivate but not destroy the creature. it means that person can be conditioned by the Cybermen’s mind-controlling apparatus. Stealth 3 Size: 6 Weight: 2 Move: 2 Knowledge: 2 Determination: 6 Awareness: 4 Cybermats look like giant silverfish. A cybermat’s bulbous head has two large white eyes. Armour As Cybermats are constructed from the same tough metallo-plastic used to build Cybermen. Cybermen employ these small. 91 . CYBERMAT Weapons: Bite (Wounds 4 to penetrate armour. inflicts 4 Wounds. The second type of venom is deadly: it is a Wounds 4 fast-acting poison with an attack rate of one action turn. but count as fast-acting poisons that bypass armour and directly attack a Cyberman’s Strength. Instead. The Wounds inflicted count only as an increased difficulty against the target’s Move. This does not kill although it does induce unconsciousness if it beats the Strength of its target: if it reduces the victim’s Wounds to his death point. Cybermen are always mobile. injects Wounds 4 poison). Cybermats typically move through the service tunnels and ventilation ducts. and a frill of short.

92 . Robotics 1. It is as dangerous outside its protective shell as it is inside. Computing 1. Although Daleks are linked into a communication network. Command 2. Tracking 3 BLACK DALEK Weapons: Blaster (Wounds 8 on kill. ‘The Doctor is an enemy of the Daleks. Wounds 4 on stun) Armour: Full Armour 9 Strength: 5. The mutant itself has Control 4 and Move 1. Iron Constitution 2. the values of Control 1 and Move 2 are those of its armour. human mercenaries are used reluctantly because they are by nature treacherous. The Daleks also enslave the populations of planets they conquer to provide work forces to exploit mineral resources. calculatingly efficient creatures that are bent on dominating the universe: their might and technology are such that they instill fear into other intelligent species. Wounds 4 on stun) Armour: Full Armour 9 Strength: 4. revenge and cruelty. They have cream and gold armour and are led by the Emperor Dalek. Science 1 Determination: 6. they also have the power of speech through a builtin electronic voice box. Computing 1. comes out as ex-ter-min-ate. Cryptanalysis 1. the Daleks are undoubtedly the most evil creatures the Doctor has ever had to fight. Command 2. Explosives 1. The Supreme Dalek is also known as the Black Dalek. especially in dangerous environments. grating voice box enunciates individual syllables: the word exterminate. Special Immunity (radiation) 2 Control: 1. Imperial Daleks are the result of Davros’s further experiments to breed infallible Daleks that are totally loyal to him. Temporal Science 1 Determination: 6. Science 1. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 7. Dalek armour is shaped like a pepper pot about 1. Both factions use other species to compensate for their limited mobility. leaving them only with strong emotions such as hate. Ogrons are particularly favoured because they are stupid but loyal. Indomitable Will 1 Awareness: 2. he must be exterminated’ and ‘Halt or you will be exterminated’.DOCTOR WHO — TIME LORD DALEKS & THE BLACK DALEK DALEK Weapons: Blaster (Wounds 8 on kill. Iron Constitution 2. for example. Explosives 1. A single eye-stalk juts out of its domeshaped head. Pure strain Daleks have grey and black armour and are led by the Supreme Dalek. green. Robotics 1. The lower. which in reality is Davros in creamcoloured Dalek armour topped with a spherical case that hides his true form. Their conversation tends to be along the lines of: ‘Exterminate’. Gloating 2. Cryptanalysis 1. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 6. The weaknesses of the Daleks is that they are too logical and rely too heavily on their computers. The harsh. slab-sided part is covered in large hemispherical nodules. its manipulator arm and blaster are connected to the mid section by ball-and-socket joints and may be replaced by other weapons and tools such as a cutting torch. Time is no longer a barrier to the Daleks. because its armour is coloured black. they have lost the powers of intuition and inspiration. Gloating 1.5 metres tall. All Daleks have no benign emotions because Davros biogenetically engineered these weaknesses from their minds. owing to its incredible will to live and a murderous desire to kill. Indomitable Will 2 Awareness: 2. Special Immunity (radiation) 2 Control: 1. an abnormally intelligent mutant specially bred for the purposes of leadership. which can travel to a limited extent through time using taranium-powered machines. The Dalek creature itself is a hideous. They are utterly ruthless. Daleks are divided into two warring factions: pure strain and Imperial Daleks. Pure strain Daleks seek only to exploit Davros’s skills and do not acknowledge him as leader: to them he is only a resource of knowledge. multi-tentacled mutant about 60 centimetres across. Tracking 3 Created on the planet Skaro by the Kaled scientist Davros as engines of war and as the ultimate form of the Kaled race.

Armour 6 and Strength 4. Wounds 3 on stun) Armour: Full Armour 3 (scaly skin) Strength: 4 Control: 3. First Aid 1. Draconians of rank should be greeted with the words. ornamental wings curve from the robes at the shoulders. A virus developed by the Movellans specifically attacks Daleks: it is equivalent to a slow-acting poison. and pointed. and it takes much provocation for the Draconians to breach their treaties.2 metres tall. Draconians have tall. providing protection of Armour 3. The armour houses and protects a Dalek’s power plant. 93 . Marksmanship 1. Their brown faces are elongated with a black forked beard. The Draconians are ruled by an emperor. with an attack period of 24 hours. Flowing green and gold robes cover their scaly green bodies.DOCTOR WHO — TIME LORD Weapons A Dalek’s built-in blaster inflicts 8 Wounds when set to kill and 4 Wounds on stun. Women are treated as second class citizens — they are not even permitted to speak directly to the emperor. About 2. Computing 1. they respect the empires of other people and realize that war against an enemy as strong as Earth would be costly. A Dalek with a disabled eye-stalk. for example. Wounds 4. Yet they are honourable: it is virtually unheard of for a Draconian to break his word. His rank is denoted by a large blue gemstone on a broad. Their talon-like hands inflict 2 Wounds. There is no known cure. blue sash.’ Draconians are as civilized and as scheming as the next alien. Martial Arts 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. Weaknesses A Dalek’s physical weak points are its eye-stalk and the manipulator arm. ‘My life at your command. and to do so is a tremendous breach of etiquette. The Doctor has twice helped the Draconians. pointed ears and the back of the head. Draconians speak with a harsh. Weapons Draconians use blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. green scales spread up from the neck. Science 1 Determination: 5. both of which are Size 6. When set to stun. whose court is on their home planet of Draconia. In Frontier In Space. the blaster paralyses an opponent. he saved them from a deadly plague for which he was made a noble of Draconia. In many ways they think and act like humans. battle computer and life-support systems. Astrogation 1. At the time of the fifteenth emperor. if these are removed. Command 1 Awareness: 3. Eloquence 1 Draconians are a proud and noble species of lizard men whose empire at one time borders that of Earth in the Milky Way galaxy. Armour The metal casing that houses a Dalek is equivalent to full armour offering protection of Armour 9. Daleks are supremely arrogant and overconfident. DRACONIANS Weapons: Blaster (Wounds 6 on kill. pointy heads topped by a small crest of green scales. the third Doctor averted a potentially catastrophic war between Earth and Draconia. Armour A Draconian’s tough. round the ragged. the Wounds value is added to the difficulty of any action that character attempts until the Wounds are healed. The Draconians have earned the derogatory nickname of Dragons owing to their green skin and reptilian nature. Although they have a strong martial tradition and a warrior’s code similar to that of the Japanese samurai. slightly sibilant voice. it is possible to squeeze a human into the armoured shell. they often underestimate their enemies. scaly skin counts as tough leather full armour. princes of Draconia have a green sash with a green gemstone. cannot see. they do not injure the creature inside. Attacks against these weak points only disable the respective part of the Dalek.

too. HAEMOVORES & THE ANCIENT ONE HAEMOVORE Weapons: Claw (Wounds 4) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 4 Control: 2. A millennium or two of mutation produces the final form: a broadly built. Brawling 2 Size: 3 Weight: 4 Move: 3 Knowledge: 4 Determination: 5. Limited Telepathy 2. brought the Ancient One back through time to twentieth century Earth as part of a trap to catch the Doctor. Much of their power for rational thought. is now a deathly white. a new Haemovore loses the power of speech and communicates through telepathy. Limited Telepathy 1. the first of the Haemovores has by far the greatest powers. Psychic Shield 3 Awareness: 3 Haemovores are at the end of a possible evolutionary path for the human race: they are vampiric mutants whose origins lie in the pollutants with which. becoming encrusted with white. Its skin. barnacle-like growths. and its fingernails. The creatures live in small communities in the depths of the oceans. Although it still has the power of speech. the Haemovores may yet again rise from the depths. It is to the lesser Haemovores what Dracula is to the vampires he creates: it guides them mentally and can destroy them by exerting its will through the telepathic link that binds them. In time. Weapons The sharp claws of a Haemovore inflict 4 Wounds. At first. If man cleans up the Earth and stops pouring chemicals and sewage into its seas and oceans. 2. Psychic Shield 3 Awareness: 3 ANCIENT ONE Weapons: Claw (Wounds 5) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 5. Armour A Haemovore has no natural armour. Known as the Ancient One. Command 2. a full red. its voice has become harsh and sibilant. the one with the greatest powers. or in wrecks and caves on the seabed. the Haemovores may never have been: their appearance will have been nothing more than a temporal paradox. those of the Ancient One inflict 5 Wounds. changes: it puffs up and turns pale blue. Science 1 Determination: 5. man poisons the Earth. Poisons 2. Although the Ancient One perished. Only their craving for human blood — a scarce resource in their future Earth — brings them from the oceans.2 metre tall creature of like power to the Ancient One. they have become creatures of instinct.DOCTOR WHO — TIME LORD Weaknesses A Draconian’s pride may provoke hasty action. however. but is protected against certain attacks by its Psychic Shield. an evil intelligence banished for centuries into the shadow dimensions by the Doctor’s trickery. Its skin. Swimming 2 Knowledge: 6. Fuse Metal 1. Quick Recovery 2 Control: 2. its lips. The Ancient One and lesser Haemovores alike can all create new Haemovores by draining the blood from their victims: anyone killed by a Haemovore in turn becomes one. as the chemical mutation passed on by its creator takes hold. long talons. Each community is led by the oldest present Haemovore. in the far future. otherwise they have no particular weakness. a newly created Haemovore resembles the person it once was. Fenric. however. has gone. and Fenric’s physical form was again destroyed. 94 . Brawling 2 Size: 3 Weight: 5 Move: 3.

The Ice Warriors have a long tradition of expansion by military conflict. Bureaucracy 2. A Haemovore that fails to beat the difference between its Awareness and this difficulty is repelled by the person’s psychic field. and their solutions to problems are usually direct and violent. Law 1. Brawling 2. Yet they are capable of great subtlety. Fuse Metal [Strength] This unusual ability is the power to form metal by pressure alone. Their technology. Limited Telepathy allows communication only between other telepathic creatures. but useless against as passive attack such a poison gas. therefore. opening the mind of the victim to the Ancient One’s and allowing the creature to Command the victim to enter the sea. communication is automatic. Acute Hearing 1. against bullets. Special Immunity (cold) 2 Control: 2. It allows the Ancient One to form talismans that act as a focus for Limited Telepathy. the creature must beat the difference. is heavily based on trisilicate. Eloquence 1 Ice Warriors are the warlike inhabitants of Mars who have adapted to their planet’s cold. It counts as Armour of protection equivalent to the total Psychic Shield ability — Armour 8 for a Haemovore. Ice Warriors are the NCOs and ordinary soldiers that are assigned bodyguard work on diplomatic missions. Gloating 1. with a difficulty equal to the distance in areas. a mineral that is abundant on Mars and which they are eager to exploit sources of. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 6 Determination: 5 Awareness: 3. performing much the same role as silicon does in Earth technology. Pain Resistance 2. ICE WARRIORS & ICE LORDS ICE WARRIOR Weapons: Blaster (Wounds 8 on kill. 95 . which creates a psychic barrier that they cannot penetrate. however. Electronics 1. Indomitable Will 1 Awareness: 3. Anyone who tries to resist the Haemovores must remain motionless in an area and concentrate on an object or a person they have faith in. They create a psychic barrier to the Haemovores of a difficulty equal to their Determination plus any relevant special ability. blunt weapons and edged weapons. Psychic Shield [Determination] This ability provides a mental barrier against kinetic physical attacks. Command 1. Pain Resistance 2. Special Immunity (cold) 2 Control: 3. at ranges greater than or equal to the ability. Stealth 1 Size: 3 Weight: 4 Move: 3 Knowledge: 7. Tracking 1 ICE LORD Weapons: Blaster (Wounds 8 on kill. Wounds 4 on stun). Wounds 4 on stun). claw (Wounds 5) Armour: Full Armour 9 Strength: 5. Limited Telepathy [Determination] Limited Telepathy is the exertion of mind power to communicate with other people or creatures at a distance. There are two distinct orders in the military hierarchy: the Ice Lords and the Ice Warriors themselves. Ice Lords are the officers. Engineering 1. Acute Hearing 1. harnessing their scientific advances to adjust the climate of planets to render them suitable for occupation.DOCTOR WHO — TIME LORD Weaknesses Haemovores are repelled by a person’s faith. Mechanics 1. Bureaucracy 1. It is effective. performing the role of diplomat or expedition leader. Robotics 1. Marksmanship 1. Science 1 Determination: 6. At a number of areas less than the total ability of the telepathic creature. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. Computing 1. arid environment. Trisilicate is the material used in their electronic circuits.

are used to repairing each other. the robots will confine him indefinitely until they are given the codes that they should receive from the colonists. and have infinite patience to rebuild their work should it be destroyed. Science 1 Determination: 6 Awareness: 3. dry climates so they are particularly vulnerable to humid heat. Tufts of fur stick out from the joints in their green armour. the Mechanoids have largely been forgotten. at others. without the heavy carapace. A narrow metal band runs round the middle of the robot and houses the two. The metal triangular panels that comprise its outer skin conceal circuits. however. slender metal feelers that the Mechanoid uses to operate machinery. Computing 1. This gap counts as an Armour 3. Ice Warriors tend to move slowly and deliberately.DOCTOR WHO — TIME LORD Like humans. A Mechanoid is about 1. Their armoured. frozen in a glacier. not war. Electronics 1. however. scaly carapace. sibilant tones. At the end of every action turn during which the ambient temperature difficulty is 5 or more. electronic voices. the Daleks attacked and largely destroyed a Mechanoid city in their attempts to catch and exterminate the Doctor. every 5 degrees centigrade above this increases the difficulty by one. When striking with its claws. Marksmanship 3 Size: 3 Weight: 5 Move: 2 Knowledge: 6. an Ice Warrior inflicts 5 Wounds. is sometimes the answer to conflict or the advancement of their civilization. the Ice Warriors speak in low. sensors and its weaponry. Alpha Centauri. At the top of the sphere. however. and the commands needed to gain access to the beautiful cities they create lost by man. Mechanoids. flat metal cone sticks out: the column contains the Mechanoid’s main audio sensors. Seemingly betraying a reptilian background. A temperature of 20 degrees celsius counts as an environmental difficulty of 4 to an Ice Warrior. angular sphere on a low circular base. horny carapace and helmet count as full Armour 9. Size 7 target. electric shock (Wounds 3) Armour: Full Armour 5 Strength: 4 Control: 1.2 metres tall. Constructed during the first few years of Earth’s expansionist period. the Ice Warriors have been bent on the domination of Earth. It uses sonic energy. ridged limbs and helmet make them look as if they belong to an ancient civilization. both types have heavy pincers. their breathing sounds laboured. It cannot be assumed that the Ice Warriors are automatically the enemy: they may well be allies! It is easy to understand why Ice Warriors were mistaken for Vikings when they were first discovered on Earth. even when silent. Mechanoids have grating. Ice Lords are slightly built versions of the Ice Warriors. Instead of hands. On the planet Mechanus. Mechanics 1. a small column topped by a broad. Robotics 1. they are clearly alien. Weapons The blaster attached to an Ice Warrior’s right wrist inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. Ice Warriors are a political species and able to recognize that negotiation. Precision 1 Mechanoids are the colonizing robots used by Earth to find and prepare planets for human occupation. each Ice Warrior must beat the difference between its Strength and the difficulty to remain conscious.7 metres tall and looks like a multi-faceted. Engineering 1. MECHANOIDS Weapons: Blaster (Wounds 7 on kill only). Weaknesses The only weak point in an Ice Warrior’s armour is the gap that exposes its mouth and jaw. At one time the Martian empire has been part of a federation of planets that has included Earth. and precede and finish their simple commands with spoken binary sequences. and at 2 to 2. The heat does not inflict any Wounds. Arcturus and Peladon. but the Ice Warrior can recover consciousness only by beating the difference between its Strength and the environment. Armour An Ice Warrior’s green. Such prisoners will be well catered for. Ice Warriors are used to cold. but it is a sterile existence. 96 . When anyone encounters a Mechanoid city.

Behind a front panel on each Mechanoid is a blaster that uses heat energy. It inflicts 7 Wounds and can only be used to kill. A Mechanoid can electrify its outer skin to protect it from physical assault: anyone touching this receives an electric shock that inflicts 3 Wounds.

Mechanoids have the equivalent of plate metal full armour, providing protection of Armour 5.

Mechanoids are easily destroyed by most blasters, and have no particular weakness apart from their logical and restricted thinking.

Weapons: Blaster (Wounds 7 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 1 Control: 3, Brawling 1, Marksmanship 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6, Astrogation 1, Computing 2, Electronics 1, Explosives 1, Robotics 2 Determination: 6, Command 1 Awareness: 3, Precision 2, Striking Appearance 2 Strikingly attractive by human reckoning, with golden skin, dark, elongated eyes, and white plaited hair, the Movellans are not what they seem. Beneath their ribbed and padded close-fitting white tunics and knee-britches, is a humanoid body of plastics and metal: the Movellans are coldly logical robots. Their uniform also consists of white mid-length boots and a silver gun-belt, which also holds a power pack. Movellans are the deadly enemies of the Daleks, using their powerful battle computers to try to outwit Davros’s creations. Yet doing so has resulted only in stalemate: whatever the Movellans’ computers plot, the Daleks’ computers counter and vice versa. The stalemate is only broken in the far future when the Movellans develop a virus that attacks only Daleks: it virtually destroys the entire species. The Movellans are utterly ruthless, although they may well appear helpful and considerate when first met, an impression that is heightened by their soft, gentle voices. Their robotic nature, however, is revealed by their lack of emotions and efficient, probing conversations. Movellans are reluctant to be touched or seen in death by aliens: it would immediately reveal that they are not creatures of flesh and blood. They will sacrifice temporary allies and even themselves to attain their goals. Movellan scout ships have a crew of no more than a dozen, but the onboard computer has the power to replicate any of the crew members that are destroyed. The spaceship itself, partly buries itself on landing as a means of self-defence.

Movellans carry a small, cone-shaped blaster that has a built-in hand shield. The blaster inflicts 7 Wounds when set on kill, and 3 Wounds when set on stun. These robots, however. inflict only 2 Wounds with their fists.

A Movellan’s resilient body is equivalent to full Armour 6.

The external power pack on each Movellan’s belt is a serious weakness. If it is removed, the Movellan is deprived of power and collapses slowly to the ground. The power pack counts as a Size 7 target. Movellans are also completely logical: irrational actions are likely to outwit them.


Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Body Armour 3 Strength: 5, Pain Resistance 2 Control: 3, Blunt Weapons 1, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 3, Running 1 Knowledge: 2, First Aid 1, Wilderness Lore 1 Determination: 5 Awareness: 2, Tracking 1 Brutal and stupid, Ogrons have two great qualities: they are tough fighters and they are loyal to their masters. Brought out of a primitive, almost Stone Age existence by the Daleks to fulfil a role as mobile, aggressive guards, Ogrons have become mercenaries, hiring themselves out to whoever or whatever needs their services. Yet they are still a primitive people: Ogrons live in cave dwellings on their home planet, which they simply call Homeworld now they have discovered the existence of other planets. Known as Ogros to other civilizations, it is a bleak, rocky planet; it is also home to a large predatory reptile that the Ogrons worship as a god. Ogrons are about 2.2 metres tall and look like dark-skinned apes. They are largely bald, apart from some long, straggly hair that hangs down from the back of their heads. A prominent bony ridge casts their small, dark eyes into shadow; their heavy jaws heighten their almost neanderthal look. They typically dress in coarsely woven, baggy tunics and leggings, over which they wear a stout jerkin. Although Ogrons are capable of following orders well, they have no sense of initiative, and often overlook details that their masters consider important. They have gruff, deep voices which are difficult to understand. Although they may be lacking as conversationalists, Ogrons have an intuitive grasp of technology, and easily comprehend the function, if not the workings, of blasters, spaceships and the like.

Ogrons are armed with heavy duty blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Their tough hands inflict 2 Wounds.

An Ogron’s jerkin is equivalent to tough leather body armour, offering protection of Armour 3.

Ogrons are superstitious and dreadfully afraid both of their god and their masters. Their stupidity means they are easily outwitted, unless they are in the company of an intelligent leader such as the Master or a Dalek.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 4) Armour: Full Armour 7 Strength: 4 Control: 2, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 2 Knowledge: 6, Computing 1, Electronics 1, Engineering 1 Determination: 6 Awareness: 2, Keen Sight 1, Tracking 1 Robots are an incredibly varied type of machine and can have greatly differing abilities. The most dangerous robots, however, are often humanoid in shape: the abilities listed above are such a robot whose duties include servicing machinery or guard duty. Specialized robots will have skills more appropriate to their duties. Robots have an important role to perform: they remove the need to use men for onerous, repetitive tasks and also help to cut overheads by obviating the need to pay wages. A robot will continue to work tirelessly, provided that no one interferes with its programming.


Many of the Doctor’s opponents use robots of some sort, and they are of sufficient menace not to be disregarded. Particularly intelligent robots become aliens menaces in their own right, such as the Movellans.

Not all robots are equipped with blasters, but those that are inflict 6 Wounds on kill and 3 Wounds on stun. A robot’s powerful hands inflict a number of Wounds equal to its Strength.

Most robots have a metal skin or framework which is equivalent to full metal plate Armour 7.

A robot is blinded if its optical sensors are covered or shot out; the sensors are Size 7 unarmoured targets. It can be completely discombobulated by disconnecting or destroying vital circuits.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), claw (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 2, Special Immunity (pressure) 3 Control: 3, Brawling 1 Size: 3 Weight: 4 Move: 3, Swimming 3 Knowledge: 6, Computing 1, Electronics 1, Engineering 1, Explosives 1, First Aid 1, Science 1 Determination: 5, Command 1 Awareness: 3 Sea Devils are an intelligent reptilian species that live in underwater, air-filled cities at the bottom of Earth’s oceans. The are the underwater cousins of the Silurians, and like them retreated into hibernation chambers many thousands of years ago when a planet threatened to crash into the Earth. Many Sea Devils are still in hibernation awaiting the signal to awake: their instruments have yet to give the all clear because the collision never occurred. Only a few colonies have come to man’s attention as a result of his investigations of the seabed triggering the Sea Devils’ alarms. Once rulers of a great underwater civilization, the Sea Devils are not a martial species. Together with the Silurians, they made great scientific advances and developed a sophisticated culture. Those colonies that have woken to find man, a jumped up ape, running and ruining their planet naturally wish to remove this usurper. If the Sea Devils could trust man, however, and man could trust the Sea Devils, it would be possible to share the planet. The third Doctor tried, but failed, to achieve this compromise in The Sea Devils. Sea Devils are manlike lizards with a tough, green and brown leathery skin. Their turtle-like heads have beaked mouths and golden eyes with large black pupils. On each side of the head, a fan-shaped frill of skin sweeps backwards from the temple to shoulder level. They dress simply in a blue net robe that is tied at the waist by a white gun belt. Although Sea Devils are reptilian, they are much like humans in their mental make-up, with the same emotional frailties and strengths.

Sea Devils carry a compact, circular blaster that uses heat energy and inflicts 6 Wounds on kill, 3 Wounds on stun. It can be adjusted to act as a cutting torch, inflicting 6 Wounds an action turn at a range of zero areas. A Sea Devil’s clawlike hands inflict 2 Wounds.

The natural leathery skin of a Sea Devil counts as full Armour 6.

The only physical weaknesses in a Sea Devil’s skin are its eyes, which are unarmoured Size 7 targets. Hexachromite gas is a deadly poison to Sea Devils, counting as fast-acting poison, Wounds 5.


No firearm capable of inflicting more than 6 Wounds on kill Armour: Depends on time and space. Explosives 1. is the dominant life-form. but the creatures awaken only when man’s scientific experiments unleash enough energy to activate their hibernation machinery. their splayed feet have three toes and their three-fingered hands end in talons. forcing the Silurians into a sleep of many thousands of years. The small. Wounds 3 on stun). They once ruled the Earth at the time of the dinosaurs. however. focusing infra-red energy on its target. It counts as a fast-acting poison. never happened: the planet went into orbit round the Earth and became known as the Moon. Engineering 1. when apes were considered as unintelligent playthings. electronic locks and the like. A third eye. their underwater counterparts who were also forced into hibernation. First Aid 1. the Silurians would like to see the upstart eliminated so their golden civilization could be restored. Silurians are dismayed that man. claw (Wounds 2) Armour: Full Armour 6 Strength: 5. is most often provided by security guards or soldiers: whether the guards are 100 . emits infra-red radiation that can be used as a weapon or emitted in pulses to operate scientific machinery. SOLDIERS Weapons: Depends on time and space. It is also possible to shoot at a Silurian’s small eyes: these are heavily lidded and count as Size 8 targets. it inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. however. Flat trapezoid ears jut out from the side of their heads. Command 1 Awareness: 3 Silurians should more accurately be described as Cretaceans. Electronics 1. Special Immunity (heat) 2 Control: 4 Size: 3 Weight: 4 Move: 3 Knowledge: 6. and the top of their heads are ridged and crested. round and almost sucker-like mouth is not suited to human speech. First Aid 1. The Silurians are related to the Sea Devils. which is poisonous to them. The impending disaster of a planet crashing into the Earth forced the Silurians to retreat into underground caverns. None better than Armour 6 Strength: 4 Control: 3 Size: 3 Weight: 4 Move: 3 Knowledge: 4. it has a maximum range of four areas. located in the central crest. Iron Constitution 2. The disaster. Opposition. Weapons A Silurian’s third eye in the centre of its forehead is both a weapon and a means of operating equipment. Wilderness Lore 1 Determination: 3 Awareness: 2 Many of the Doctor’s adventures take place on Earth or on one of Earth’s colonies. where they went into hibernation. Weaknesses Silurians are vulnerable to hexachromite gas. where he encounters all types of people. Silurians have manlike brown bodies that are covered in fine scales. although their first given name has stuck. resulting in a deep. Wounds 5. Computing 1. There are colonies of Silurians all over the Earth. Science 1 Determination: 4. a mere ape. warbling voice. As a weapon.DOCTOR WHO — TIME LORD SILURIANS Weapons: Blaster (Wounds 6 on kill. A collar of rough skin falls down to their shoulders. Armour A Silurian’s tough skin counts as full Armour 6. It uses heat. The Silurians’ instruments never detected the post-disaster conditions they expected. and can therefore be used as a cutting torch to melt and reform steel and rock: in this mode it inflicts 6 Wounds at a range of zero areas.

Warriors from countries such as Egypt would not have the benefit of armour. which counts as partial Armour 5. Their main weapon is the spear. Gloating 1 Awareness: 1. Modern worlds When on special assignments. Although Sontaran technology is highly advanced. Ancient worlds Greek and Roman warriors wear plate metal body armour. which offers protection of Armour 5. it is geared to war. both of which count as guns with magazines. gunmetal-coloured space armour. Marksmanship 2. Science 2. Meeting a Sontaran is like meeting Humpty Dumpty with an attitude. A superstitious people might easily believe them to be goblins. dome-like helmet with narrow eye holes provides complete protection for the head. The Sontarans’ home planet. Sontarans are encountered individually and are usually scouts sent out to reconnoitre terrain or analyse the physical and mental weaknesses of the enemy. Apart from a few basic soldiering skills. at the referee’s discretion they may have a sword as a secondary weapon and a shield. Wounds 3 on stun. soldiers may be given plastics fibre body armour. which protects the head as partial armour 5. and the species’ stocky. Future worlds Man has long realized that the best armour he can make is useless against the destructive power of blasters. Remember that these weapons are inaccurate and increase the difficulty to hit a target by one. offering protection of Armour. they are unarmoured except for a plate metal helmet. Sontar. a sort of intelligent. Their manlike form is encased in flexible. these men have few special abilities. By human reckoning. a subject at which they are masters after countless years of conflict with the Rutans. They will be armed with blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. which is partial Armour 5. however. Scouts have spherical spaceships.DOCTOR WHO — TIME LORD from medieval England or a starship. Much of the time. Wilderness Lore 1 Determination: 6. SONTARANS Weapons: Blaster (Wounds 6 on kill. Keen Sight 2 Sontarans are built and bred for war. which offers protection of Armour 4. They are also limited conversationalists: the longest line such referee characters are likely to get in an adventure is ‘Aaargh!’ — the number of A’s is optional. but would be similarly armed. Sontarans are ugly: they have smooth-skinned. Piloting 1 Knowledge: 6. Computing 1. Temporal Science 1. They will be armed with a sword and shield. a smooth. Astrogation 1. Sontarans have only two fingers on each hand and opposable thumbs. UNIT troops are in this category. Soldiers will usually be equipped with automatic rifles or submachine-guns. Wall guards may be armed with crossbows instead of spears. as well as a plate metal helmet. Robotics 1. Acute Hearing 2. Command 2. brown dome-like heads. range 4 areas) Armour: Full Armour 8 Strength: 6. Medieval worlds Knights are usually equipped with flexible metal body armour. Castle guards will be armed with a spear and have soft leather body armour. Special Immunity (high gravity) 2 Control: 3. with squat features and small red piggy eyes. Soldiers in this period will be unarmoured apart from a plastics fibre helmet. that are equipped with the necessary laboratory equipment to assist their in tasks and which also act as the 101 . Coarse bristles sprout in tufts from their ears and chins. about 5 metres in diameter. Normally. has a high gravity. Engineering 1. Industrial revolution worlds Guards and soldiers alike will have no armour and use muzzle-loading muskets. heavily muscled bodies reflect this. phosphorescent green jellyfish. Electronics 1. they are all basically the same: only the weapons and armour differ. Martial Arts 2 Size: 3 Weight: 5 Move: 3. bordering on limited time travel. A translation box on a wide belt allows a Sontaran to understand and speak any language. Gallifreyan Citadel guards fall into this category. which offers protection of Armour 2.

which is exposed even while the protective helmet is worn. Sontarans need to recharge their energy periodically. they have a high intelligence. Sontarans have little skill at negotiation. It must not be forgotten that although they are a martial race and relish even other people’s conflicts. They consider all other methods of reproduction as weaknesses. TRACTATORS & THE GRAVIS TRACTATOR Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 3 Determination: 3. Weaknesses A Sontaran’s only weakness in its armour is the probic vent at the back of its neck. The Gravis is the driving force behind the expansion of the species. When used as a weapon. pointing out that up to a million cadets are hatched at a time at the Sontaran Military Academy. Wherever there is a scout. The main tool is a multi-purpose blaster and control rod. Sontarans are always mobile. Engineering 1. enabling the species to sustain tremendous casualties in war. the blaster inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. With the ability to construct sophisticated and accurate mining equipment. the rod can be used to hypnotize and control subjects. a full invasion force is sure to be close by. which can grow only by colonizing new planets. it has a limited range of 4 areas. for at least six hours after each recharging. a narrow black tube about 30 centimetres long that is slung from the right side of a Sontaran’s belt. Control Gravity 1 Awareness: 3 Tractators are harmless burrowing beetles that live in tunnels beneath a planet’s surface. Electronics 1. Mechanics 1. Control Gravity 1 Awareness: 3 GRAVIS Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 6. however. Sometimes. the species produces a Gravis. Armour Sontaran space armour counts as full Armour 9. Each hour a Sontaran is away from its ship counts as a cumulative difficulty against Strength against which it must test at the end of every hour in order to remain active. Science 1 Determination: 5. a super-intelligent Tractator with the ability to unite the lesser Tractators into an organized force. Sontarans are clones: all of them look alike. retreating to their space ships to do so. It counts as an unarmoured Size 7 target. Weak pulses from the rod can be used to control Sontaran machinery. which compensate for a shortage of real abilities. the Gravis oversees the 102 . Sontarans act alike. It is considered as having Determination 4 and a range of zero areas for this purpose. Weapons The Sontarans are highly dependent on their equipment. therefore. By modulating the light energy it emits. too: they respect military hierarchy and are used to ordering people about. Astrogation 1.DOCTOR WHO — TIME LORD control centre for their operations.

a Tractator will attack with its stubby claws. tufts of black fur stick out from the overlapping sections. enabling the Tractators to travel through space. Strength 7). or other intelligent minds. purposeless creatures. the Yetis were given the form of abominable snowmen. the Tractators move in. Tractators. sleeping or sick targets and dragging them through the very earth by dint of their gravitational powers. the Gravis will seek to divert passing spaceships. The difficulty of moving a target is equal to its Weight plus the number of areas it is to be moved. stick out from the top of the head and provide the means of directing and channelling gravitational energy. Weapons The main weapon used by Tractators is their Control Gravity ability. Once the colonists have built up sufficient numbers to guarantee a permanent supply of usable minds. 4 in the case of other Tractators). Armour A Tractator’s chitin counts as body armour with a protective value of Armour 4. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 2 Determination: 6. 103 . shovel-like hands. A living subject in the gravitational field can try to break free using its Strength against a difficulty equal to the total mental ability of the Tractators. The concentrated gravity field manifests as a pink nimbus around its target. but the effect is to increase the Tractators’ total ability at Control Gravity.DOCTOR WHO — TIME LORD building of tunnels to turn the centre of a planet into a giant gravity motor. talon (Wounds 5) Armour: Full Armour 8 Strength: 5. Its underbelly is a pale brown colour as is the broad. The strength of the gravitational force is equal to the Tractator’s total ability (6 in the case of the Gravis. They are about 2. picking on weakened. Iron Constitution 2. Yetis look almost comically squat because of the breadth of their bodies. Brawling 2. The creatures have a terrifyingly loud roar. short tendrils are visible between the Tractator’s thick lips. instead of the more usual brown. Tractators may increase the strength of the field by concentrating the mental power against one subject: the rules for group fire are used. YETIS AND THE GREAT INTELLIGENCE YETI Weapons: Web gun (grapple attack. When awakened by the Gravis. to provide the living intelligence that powers and guides their mining machinery. Without him. Its soft underbelly counts as soft leather partial armour. causing to crash on the planet. which they operate until their minds burn out. sucker-like base which allows it to move. Tractators stand upright and are about 2 metres tall. Their red eyes. need a supply of humans. however. Special Immunity (heat. If forced to. black leathery snout and yellow fangs are barely visible through the mass of fur. carrying out physical tasks that either the intelligence or its human agents cannot manage. Originally constructed in the Himalayas. Tracking 1 Yetis are unintelligent robots that are controlled by the Great Intelligence. Control Gravity [Determination] The ability to influence gravitational fields through mental control is imparted by the Gravis to his subservient Tractators. bipedal and covered in long shaggy brown fur. Weaknesses The Gravis is the Tractators’ greatest weakness. The back of a Tractator is protected by black chitinous segments. which the Yetis usually slash violently at an enemy. Precision 1. The Gravis is identified by its predominantly green skin. stubby arms with ridged. cold. a being of pure thought from another dimension. pressure) 2 Control: 2. They are its tools on Earth. offering protection of Armour 2. glassy eyes stare out sideways from an almost fishlike head. Indomitable Will 2 Awareness: 3. the Tractators revert to harmless. Two antennas. about 40 centimetres long. Knocking the Gravis unconscious or moving him away from the same planet will break his control. It has a pair of short. If no such minds are readily available.1 metres tall. which inflict 2 Wounds. Large. yet they are dangerous: their hairy hands end in razor-sharp talons. and instead of teeth. These people are then harnessed to the mining machines.

It requires a mental focus in order to materialize: this focus can be the mind of an oriental mystic caught wandering in the astral plane. It slowly suffocates a target. This telekinetic ability can produce physical manifestations similar to cobwebs. Armour The metal skeleton and cladding of a Yeti is equivalent to full Armour 8. the intelligence is temporarily banished. which is a Size 7 target. looks unpleasantly rubbery and is slimy to the touch. It can exert its powers through space. Science 2 Determination: 6. Weapons Yetis are sometimes equipped with web guns that emit a tough. Cybernetics 1. Their other relevant abilities are Strength 3. A flap of fur usually conceals and holds in the sphere. counting as a Wounds 6 slow-acting poison with an attack period of one action turn. Shapechange 3 Zygons are refugees from a stellar explosion that destroyed their home world of Zygos. Weight 2 and full Armour 8. Its prime human agent gains the mental abilities of the intelligence. Gloating 2. It is theoretically possible to destroy the intelligence in psychic conflict. puckered mouth give the Zygons an air of brooding menace. The Great Intelligence has no corporeal form. a Zygon’s fingertips end in small suckers. Independent Spirit 1 Awareness: 3. just the abilities of Knowledge 8. are semi-intelligent and will seek out inactive Yetis: they have Move 1 for this purpose and can fly or levitate. there is no trace of a neck. A pyramid of control spheres is sufficient a focus for the intelligence to channel itself through. ZYGONS Weapons: Electric charge (wounds 4. THE GREAT INTELLIGENCE Exiled from another dimension. seeking entry into the world of men. A Zygon’s manlike body is upright and bipedal. enabling it to resist burning and even to contain explosions. however. Telekinesis [Determination] This special ability gives the intelligence the power to lift. Lines of sucker-like nodules run along the limbs and spine. A great dome-like head meets the shoulders direct. which in effect it hypnotizes and then possesses. Without a control sphere in place. Electronics 1. move or restrain inanimate objects by thought alone: the difficulty of doing so is equal to the object’s Weight plus the number of areas to be moved. Although the web does no damage.DOCTOR WHO — TIME LORD Human agents control the Yetis about by moving scale models over maps of the local terrain: the models act as a focus through which the intelligence can channel its Determination to make the Yetis do its bidding. The TARDIS was once restrained in this fashion. the Great Intelligence drifts through time and space. The web also has the ability Special Immunity (fire) 3. Computing 1. its green and orange skin. but even the Doctor’s mind is too weak to contemplate such an action. the Yetis. a pug nose and a slight. range 0). fist (Wounds 2) Armour: Full Armour 6 Strength: 5 Control: 3. to restrain or move objects. it can gather together the materials necessary to build its robot servants. Deep-set. Indomitable Will 1 and Telekinesis 1) and Awareness 7. The guns have a range of only 1 area. it counts as a successful grappling attack made by an opponent with Strength 7. or even an active relic of the intelligence’s previous visitations. Brawling 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. tangible evidence of the intelligence’s work. 104 . resilient cobwebby substance that binds or envelops its target. a Yeti is inactive: it is like a machine that has been turned off. such as a Yeti control sphere. and form a crest on the Zygon’s head. however. Control 3. small eyes. A Yeti inflicts 5 Wounds when it attacks with its talons. Determination 8 (Special abilities of Hypnotism 1. First Aid 2. Control spheres. Once the intelligence has a human agent. If its focus is destroyed before it can build up sufficient power to enter the physical world. and their control spheres. Weaknesses Each Yeti receives its instructions through a silver control sphere about 10 centimetres in diameter that fits into a cavity in its chest.

The specimens need to be held onboard the Zygon spaceship in the event that their body print fades. Zygons have developed a body transference machine that allows them to adopt the physical form of any creature. record their body prints and allow shapechanged Zygons to take their places. with the result that it resembles the creatures themselves: consoles have rubbery nodules as controls. preferably including key political figures. Because they are desperate to survive. can lead them to underestimate their opponents. but they can be damaged by bullets. Weapons A powerful electrical charge emitted from a Zygon’s fingertips is its only offensive weapon: it inflicts 4 Wounds and counts as a close-combat attack. Zygon technology uses organic materials. and connections are usually in the form of suckers on long rubbery stalks. Their skin is equivalent to full Armour 6. Their arrogance. Weaknesses Zygons have no real physical weaknesses. 105 . usually machine assisted like that of the Zygons. Zygons will use any tactics they feel are necessary. It is the ability exactly to mimic the physical appearance of another creature or person. even going as far as committing genocide. Armour Zygons have a tough hide. The usual procedure is to capture suitable specimens. when the Zygons planned to modify the Earth’s climate to make it more suitable for their species and its herds of Skarasens. sibilant voices sound menacing and betray the fact that Zygons are arrogant. A Zygon’s fists inflict 2 Wounds. Even a Zygon spaceship is partly organic. also transfer some or even all of the copied subject’s memory.DOCTOR WHO — TIME LORD Their burbling. Confident in their own superiority over other species. provided that they have recorded its body print. The Doctor had to deal with a Zygon spaceship and crew on Earth in Terror of the Zygons. the Zygons seek new worlds to make habitable: they prefer warm wet climates. Zygon spaceships usually carry tanks containing Skarasen embryos. Particularly advanced shapechanging techniques. Shapechange [Awareness] The ability of Shapechange is a very sophisticated form of Disguise. however. amphibious dinosaur-like creatures whose lactic milk is a vital component of the Zygons’ life cycle.


Throughout his travels, the Doctor has met and made some enemies that have returned again and again, either to seek revenge for their defeats or simply by chance. These villains are characters in their own right that deserve careful role-playing by the referee. None of them would unnecessarily endanger themselves, and certainly would make the most of any opportunity to escape should events prove too dangerous for them. Referees who like to give their players a challenge could easily give one player the role of a villain. Such a player should co-operate with the referee as far as developing a plot goes, but should also improvise, creating deadly traps for the other players to fall into. Having a real villain, rather than letting the overstretched referee handle the task, will give players a real third party to negotiate with and outwit.

Apparent age: over 100 Species: Kaled Equipment: Armoured, mobile base (body Armour 9) Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative Powers 2 Control: 2, Sleight of Hand 2 Size: 4 Weight: 5 Move: 2 Knowledge: 7, Computing 2, Electronics 1, Engineering 1, Mathematics 1, Poisons 1, Pseudoscience 2, Robotics 2, Science 1 Determination: 7, Command 1, Gloating 1, Indomitable Will 2 Awareness: 2, Acute Hearing 2, Bureaucracy 2, Eloquence 3 The Kaled scientist Davros is responsible for one of the greatest evils ever to be inflicted on the universe: the Daleks. Originally created as simple engines of war to eliminate the Thals, the Kaleds’ rivals on the planet Skaro, the Daleks have gone on to terrorize the universe. Yet they are beaten time and time again by the Doctor; they even lose their centuries-long war with the Movellans, who develop a virus that is deadly to Daleks. It is the weaknesses of the Daleks that bring them back to Davros, who in turn needs the Daleks to satisfy his lust for power. Although Davros is a genius, he is clearly quite mad. But his madness makes him the most dangerous paranoid megalomaniac in the universe. He is determined to eliminate the weaknesses of the Daleks and bring his creations back under his control, and he has no compunction about killing or crippling people in the course of his scientific experiments. He is as ruthless and cruel as the Daleks, although he still has vestiges of benign emotions which enable him to manipulate other people through pity. The Daleks are now split into two factions: pure strain Daleks and Imperial Daleks. Pure strain Daleks are those created by Davros’s original genetic experiments; Imperial Daleks are the more advanced Daleks that Davros is currently experimenting on to produce the ultimate fighting machine. Mutants that Davros produces which are unsuitable as Daleks are rejected and consigned to the outside world to survive on their own. These mutants usually stay near to Davros’s laboratories, making fearsome guards. Davros rules the Imperial Daleks in the guise of the Emperor Dalek. A cripple, Davros was already confined to an armoured, self-powered chair before his creations turned on him. This base is like the bottom half of a Dalek, with black panels and silver hemispheres in rows on each slab. It contains his life-support system, communications equipment, and even a few dirty tricks to overcome enemies. As Emperor, Davros has simply topped this base with a broad dome, about 1.5 metres in diameter, with a single eye-stalk. The front of the dome can be lifted to reveal Davros himself. His wrinkled, brown-skinned and hairless head is surrounded by a cage of electrodes. In the centre of his forehead, suspended by the cranial cage, is a blue electronic eye which allows Davros to see: he is otherwise blind. His upper body is covered by a black, plastics tunic. One arm hangs uselessly by his side, the end disappearing into the top panel of his armoured chair; his right arm and hand control the switches and buttons. Davros’s voice is electronically augmented, and sounds like the harsh, metallic voice of a Dalek.

Davros has no offensive capability. The control panels of his armoured base, however, may conceal probes and drugs that can be used to bend the minds of people and Daleks to his will. Davros needs to be in the same area as his victim to strike with such weapons.


Davros’s armoured base is made of the same material as Dalek armour; it is equivalent to body armour offering protection of Armour 9. In his guise as Emperor Dalek, Davros has the equivalent of full Armour 9.

Like his creations, Davros is not very mobile. His upper body is vulnerable to aimed shots if it is not protected by the Emperor Dalek dome and counts as an unarmoured Size 6 target. Davros is aware of his weaknesses, however, and even resorts to using simulacra of himself to decoy attacks. The main control panel on his armoured base houses his life support controls. Anyone who learns of their existence and location can threaten to turn Davros off, in which case he becomes quite amenable to their demands.

Apparent age: late 30s Species: Human Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun), grenade (Wounds 7), Armour 5 body armour Strength: 5 Control: 4, Brawling 2, Lockpicking and Safecracking 1, Marksmanship 2, Stealth 2 Size: 3 Weight: 4 Move: 3, Piloting 1, Running 1 Knowledge: 5, Astrogation 2, Computing 1, Electronics 1, Engineering 1 Determination: 3, Independent Spirit 2 Awareness: 3, Bargaining 3, Gambling 1 Glitz, a small-time crook with small-time ambitions, is more a rogue who finds himself on the wrong side of the Doctor than a real enemy who is out for the Doctor’s blood or brain. Although he will co-operate when circumstances require teamwork, Glitz is always out for himself and constantly looks for opportunities to improve his wealth, health and general safety. If that means shooting or betraying someone, Glitz is happy to do so. If Glitz cannot negotiate a good deal for something he wants or win it in a game of chance, he will put his mind to stealing it. He has great confidence in his bargaining ability, even when opposed by obstinate or unwilling traders, and is sometimes too confident for his own good. Glitz will consider working for a patron — even someone like the Master — if he believes that he will gain in the end. He is not an idiot, though, and seldom trusts his patrons. Even the crew of his spaceship, The Nosferatu, are not worthy of his trust: he sold one particularly mutinous crew. In effect Glitz is a buccaneer of the space lanes, although he prefers to describe himself as a scholarly philanthropist. He is fond of using long words to confuse his minions and to make him appear more educated than they are. His rough background is betrayed, however, when he comes across objects of great value, to which his usual response is ‘Must be worth a lot of grotzits’ or ‘I can do you a deal on that.’ A native of the planet Cilostephus, in the constellation of Andromeda, Glitz has spent some time studying, as he might say, the architecture of rudimentary behavioural reform establishments: in other words, he has been in prison. The Nosferatu, Glitz’s spaceship, is any craft that Glitz happens to acquire on his travels. The Nosferatu 1 was destroyed on Ice World; The Nosferatu 2 was simply the commandeered vessel of Ice World’s late ruler, Kane. Glitz’s propensity for gambling and adventure means he is likely to lose and gain several spaceships, so his craft may not be immediately recognizable to the Doctor. Although Glitz is lazy and prefers his minions to do any hard work, he will take over when competence is required. He resents being pushed around by anyone, even if they have the authority and are in the right. A stocky, well-built man, Glitz wears swashbuckling attire: a loose-fitting, multi-coloured silk top, a studded leather shoulder-guard worn over his right shoulder, baggy black trousers and calf-length brown boots. His curly black hair is greying slightly, and his sideburns are fashioned into narrow bars. Glitz’s green eyes are mischievous and calculating. Although Glitz rarely works alone, he seldom works with the same people twice, usually because he has diddled them out of any promised remuneration. His crew typically consists of criminals like himself but without the brains for organized action. At the end of Trial of a Time Lord, Glitz left Ice World accompanied by the Doctor’s companion Mel, who was determined to change his criminal ways. In future encounters with Glitz it may be that Mel is present, probably still trying to reform him.


His blaster can be set to stun, inflicting 3 Wounds, or to kill, inflicting 6 Wounds. For contingencies, Glitz usually carries a small but powerful grenade which is concealed up one sleeve of his tunic. The grenade inflicts 7 Wounds to anyone in the same area when it explodes and 3 Wounds to anyone in an adjacent area.

Glitz wears virtually unnoticeable plastics fibre body armour beneath his tunic. Aimed attacks need to be made at his head or limbs to avoid hitting this protection, which is Armour 5.

Apparent age: early 40s Species: Gallifreyan Equipment: Tissue compression eliminator (Wounds 9, range 1 area), or a blaster (Wounds 6 on kill, Wounds 3 on stun) Strength: 4, Absorb Form 1, Cheat Death 3, Iron Constitution 2 Control: 5, Leaping 1, Martial Arts 1, Sense of Balance 1, Sleight of Hand 1, Stealth 2, Thrown Weapons 1 Size: 3 Weight: 4 Move: 3, Driving 1, Piloting 1, Running 1 Knowledge: 6, Astrogation 1, Computing 2, Electronics 2, Explosives 2, First Aid 2, Law 2, MacGuffin 2, Mechanics 1, Medicine 2, Occult 2, Pseudoscience 1, Science 2, TARDIS 2, Temporal Science 2 Determination: 7, Command 1, Gloating 2, Hypnotism 1 Awareness: 4, Acting 2, Con 3, Disguise 3, Eloquence 2, Striking Appearance 2 The Master and the Doctor are contemporaries, rival Time Lords from their student days at the Academy on Gallifrey. Although the Master is also a renegade, he is dedicated to creating chaos and destruction throughout the universe, sometimes just for the fun of it. At the same time he seeks power over others. Once friends, the Doctor and he are now the bitterest of enemies: the Master is determined to kill the Doctor and lays deadly traps through space and time to attain this objective. No trick is too low for the cunning Master. He will threaten and endanger the lives of innocents and enlist the help of the most dangerous aliens in the universe if he believes it will give him power. The Master has even resorted to working with the Daleks. He is an ally of dubious worth, however, as he is always out for his own good, and will betray his allies if it is expedient to do so. Charm and subtlety are the two main weapons of the Master. He is devilishly charismatic, disarmingly polite and well-dressed, enabling him to sway people to his way of thinking by simple argument and strength of personality. If gentle persuasion does not work, he uses hypnotism; if that fails he resorts to anger, threats and abuse. It is in failure that the Master’s megalomaniac personality comes forth, although he is quick to suppress any outbursts of temper. The Master’s plans, however, are seldom straightforward. He uses a devious selection of traps to snare the unwary or to ensure he has time to escape when his plans go wrong. His quest for power leads him to investigate powerful civilizations in attempts to learn their secrets. The Master will use the superstitions and beliefs of a people against them while manipulating their technology. Yet he sometimes underestimates both the resolve of the people and the power of their technology, ending up with nothing. He is a formidable expert at disguise, using rubber masks to hide his true appearance and deceive his enemies. Unlike the Doctor, the Master no longer has the power of regeneration because he has reached the end of his natural life cycle. By force of will and hatred for the Time Lords and the Doctor, however, the Master kept his decaying thirteenth incarnation alive long enough to absorb body of Consul Tremas of Traken, whose form he now adopts. The Master has dark, short swept-back hair, a pointed beard and moustache, and blue eyes and dark, brooding eyebrows. He wears a simple black jacket and trousers, with an ornate collar that is embroidered with silver in a diamond pattern. He wears black gloves.

The Master’s deadliest weapon is the tissue compression eliminator, which looks like a black rod about 4 centimetres in diameter and 25 centimetres long. It is equivalent to a blaster that inflicts 9 Wounds but has a range of only one area; if it kills its target, that person is shrunk to one sixth of his height and weight. The discovery of the doll-like remains of this weapon’s victims is a sure sign that the Master is around. Sometimes the Master will use an ordinary blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. He also has recourse to a variety of explosive traps and electronic gimmicks.


Gloating 2 Awareness: 4. Regenerative Powers 3 Control: 4. for example. First Aid 2. He longs to get revenge on the Doctor. he must then beat the Determination of the host’s mind using his Determination in order to control both mind and body. is a mischief-maker and interferes with the proper course of events on planets in his attempts to improve history. The Monk believes that technology should be given to primitive societies so they can improve their lot in life. and incredibly pleased with himself. nor does he wear armour. from gramophone records for sound effects to atomic cannons to destroy his enemies. however. The Monk will use any technological aid he can to further his plans. Although his TARDIS’s chameleon circuit works. Stealth 2 Size: 4 Weight: 4 Move: 3. He is the Prometheus of the cosmos. Intuition 1 Like the Doctor. Astrogation 2. He also champions the underdogs. Acting 2. just a misguided one. and may well turn up as a third party in an adventure. hoarding trophies in his TARDIS that have been taken from all periods and places in time and space. He is quite jovial. a disguise that allows him to pass freely through the primitive societies which he seeks to enlighten. Robotics 1. Very much into creature comforts. it is possible to find modern kitchen equipment and power lines. Most of the time. He must first beat the difference between his total Absorb Form ability and the target’s Strength to physically take over. the Meddling Monk is a renegade Time Lord who cannot abide the restrictive practices of his people. the Monk has a habit of accidentally leaving anachronistic clues to his presence. the Monk carelessly leaves objects outside it: in his secluded base. Electronics 2. slightly greying hair. THE MEDDLING MONK Apparent age: late 40s Species: Gallifreyan Equipment: None Strength: 3. Science 2. to forestall the Viking invasion fleet that left King Harold’s forces to exhausted to beat off the Normans in 1066. Weapons The Monk is not normally armed. Medicine 2. Pseudoscience 1. If he succeeds. Yet he behaves childishly and sulks when his plans are balked. Although he is a clever and devious schemer.DOCTOR WHO — TIME LORD Absorb Form [Strength] If the Master’s body fails him. his motives and plans are sometimes transparently obvious. who has twice stranded him. He has a round. He is a collector. Blunt Weapons 2. Cheat Death 3. the Monk dresses in a brown habit and round cap. too. History 2. It was his intention. MacGuffin 1. Temporal Science 1 Determination: 5. allowing the time and space machine to fit in with its surroundings. Disguise 2. he can attempt to absorb the body of another. cheerful face. He is quite handy with improvised blunt weapons. The Monk. TARDIS 2. although his TARDIS usually has stocks of weapons from all times. historical losers who he believes have a better culture and deserve to survive rather than perish at the hands of a crasser people. completely unconnected with main events. Con 2. Only the Doctor’s timely intervention thwarted the Monk’s plan. 109 . The Monk is not an evil character. when his schemes are running smoothly. Iron Constitution 2. bringing technological fire to its people. the Monk is careless. and green eyes. brown. Running 1 Knowledge: 6.

Stealth 2 Size: 3 Weight: 4 Move: 3. Her great talent for disguise. communications bracelet Strength: 4. are usually elaborate. Computing 1. Her traps. the Rani is a strikingly attractive and imperious woman. but the total Wounds it inflicts is the difficulty that the person has to beat to recover from the drug and throw off the Rani’s control. however. Weapons The Rani does not habitually carry a weapon unless she believes her victim is going to resist. The poison does not injure its target. 110 . She also uses chemicals and drugs rather than mental powers such as hypnotism to ensure obedience.DOCTOR WHO — TIME LORD THE RANI Apparent age: mid 40s Species: Gallifreyan Equipment: Blaster (Wounds 6 on kill. such side effects are not enough to make her abandon her experiments. Although the Doctor has ruined her experiments in the past. Con 3. brunette hair tumbles down over her shoulders and back. Medicine 1. Her completely unethical approach to her experiments. Human beings are a particularly rich source of raw materials for her experiments: the Doctor has said she regards people only as walking heaps of chemicals. Command 1. MacGuffin 1. Acting 2. Iron Constitution 2. Brawling 2. Gloating 2. TARDIS 2. Running 1 Knowledge: 7. Disguise 3. the subject’s mind becomes receptive to the commands of the Rani. Cheat Death 3. Usually she relies on an impressive arsenal of traps to protect her base or to stop captives escaping. metallo-plastic bracelet which provides audiovisual communication with her minions and spy cameras. Electronics 1. The Doctor is merely a brilliant tool for her to use to further her experiments. Long. It does not matter to her whether the drugs cause pain or death. These typically take the form of mines detonated by trip wires. Regenerative Powers 3 Control: 4. and she seeks him out only when his talents are necessary to success. Wounds 3 on stun). First Aid 2. Mathematics 1. sparkly tunic. her eyes are a chilling blue-grey. resulted in the Time Lords banishing her from Gallifrey. Pseudoscience 1. however. The Rani uses stealth and subtlety to achieve her objectives. Sleight of Hand 1. Poisons 1. she is also an outstanding genetic engineer. The drug is equivalent to a Wounds 4 fast-acting poison: if it beats the difference between its Wounds and the target’s Strength. making them subservient to the Rani’s will. Out of her disguises. nor does she wear armour. The mines inflict 10 Wounds to anyone in the same area who treads on them: anyone who enters the same area as a mine will be blown up unless they can beat the difference between their Awareness and the difficulty of spotting the mine (its Size of 6). and she is forced to experiment wherever she can temporarily set up a base. She typically wears futuristic clothing: a crimson. preserved or dormant specimens of creatures are displayed like ornaments in glass containers. Her heart-shaped face has high cheekbones. she considers herself above the need for petty feuding. On her left wrist she wears a broad. Temporal Science 2 Determination: 6. means that the Doctor often fails to recognize her and only too late realizes who he is up against. Striking Appearance 2 The Rani is an exceptionally talented Time Lord whose main talent is neurochemistry. Science 1. Robotics 1. Escapology 1. crimson trousers and red-leather mid-length boots. Indomitable Will 1 Awareness: 4. and seldom tries to be too clever for her own good. Explosives 2. In such events she carries a small blaster that inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. The grubs she impregnates with mind-controlling drugs and feed to her potential slaves suppress the Determination of their host. as well as operating scientific apparatus. Her TARDIS is a monument to her genius: inside. however.

Con 1 Sil is a particularly sadistic member of the Mentors. armed with blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Bureaucracy 2. They are far future soldiers. Bargaining 3. Armour Sil’s slimy green skin is equivalent to full Armour 3. Weaknesses Physically. 111 . He relishes the pain of others and delights in their torture. skin counts as full Armour 3 Strength: 3. By human standards a Mentor is repulsive to look at: although its face has human features. open-faced helmets that count as partial Armour 5. Cheat Death 2 Control: 2 Size: 5 Weight: 3 Move: 1. Mathematics 2. The Mentors employ drugged and obedient human guards to protect them and to carry the palanquins in which they ride. segmented tail. The Mentors are green-skinned and about 1 metre long. Although they have adapted to life on land. Mentors are naturally creatures of the sea. especially if it is a member of the ugly human race that is suffering. To him. Sil. translation box. who he considers is particularly repulsive. Poison 1 Determination: 4. Command 2. Swimming 3 Knowledge: 6. They have well-muscled chests and arms. Sil is a devious and deviant schemer who is as repugnant in nature as he is in appearance. Weapons Sil is not armed: he relies on his guards to protect him. The Mentors are skilled traders in the universe’s commodities who are rarely on the losing side of a deal. however. They will hide the true worth of a resource if it means they can pay a lower price for it: their goal is to obtain maximum profits. A bony crest surmounts the head. he would suffer a more crushing defeat. Computing 2. they are just small creatures making big business. Yet he is backed by the weight of the Galatron Mining Corporation. another’s distress is an opportunity for entertainment. and is paranoid that one of its rivals will usurp his company’s position as an exploiter of valuable resources. a highly intelligent slug-like species from the planet Thoros Beta. has been corrupted by the power that his trading position provides and is decidedly decadent. and its teeth are sharpened to points. one of the main trading companies of Thoros Beta. His human bodyguards are treated as little better than slaves: they carry out strong-arm work as well as mundane tasks such as spraying Sil with the water that he needs to prevent his skin from drying out. slimy frill of skin surrounds the neck and spreads over a Mentor’s shoulders. Not all of the Mentors are as corrupt and distasteful as Sil. Despite his overt love of painful entertainment. Sil is a fawning coward who seeks only to gain favour in his employer’s eyes. and a loose. His voice gurgles and splutters words. Sil is far from a threat and could be easily destroyed. they wear metal. the eyes are large and bulging.DOCTOR WHO — TIME LORD SIL Apparent age: indeterminable Species: Mentor Equipment: Tub of marshmallow slime. He works for the Galatron Mining Corporation. but instead of legs they have a tapering. even at the expense and hardship of others. often incoherently owing to a fault in the translation box he wears on his left breast. they are not particularly mobile and need human assistance to move freely. Law 2. Gloating 3 Awareness: 4. if the corporation’s faith in Sil were destroyed. Sil has a particular dislike of the Doctor’s assistant Peri.

Vehicles are subject to the same terrain difficulties that affect characters. Size: 2. Mechanical vehicles have Strength abilities that indicate their motive power. Tiger Moths and Cessnas. Air cars. Damage Resistance 2. In all cases. Weight: 6. Damage Resistance 1. Weight: 6. so the Move ability of each type of transport is only its speed relative to other means of transport. Light aircraft Strength: 6. for example. it is unlikely that a vehicle will ever be used at its full speed. An attack directed at a vehicle has to overcome its Strength to put it out of action. Helicopter Strength: 6. it also has to resist this using its Strength so that it is not put out of action. Some vehicles can apply this to all such terrain. it must be remembered that they are permanently in difficulty 2 terrain. typically used to push objects out the way or tow other vehicles out of trouble. however. Such vehicles have an additional ability. have tracks or broad tyres that allow them to travel more easily over certain types of terrain. Bicycle Strength: 4. A driver or rider with a Move special ability such as Driving adds this to the Move of the vehicle to determine how far it can move each action turn. Size: 2. If he has to control the vehicle. Some vehicles. such as mud or shingle beaches. To regain of a stalled aircraft the pilot must beat the difference between his Piloting ability and a difficulty of 6. which has a difficulty of more than 1. or to withstand gunfire. Move: 6 Light aircraft typically carry from one to four people: the category loosely covers prop-planes such as First World War biplanes. Weight: 6. Size: 4. able to hold five people and still allow them to use certain abilities. Move: 6 The Brigadier uses a two-man helicopter quickly to get to crisis areas. however. Damage Resistance 1. far future cars that use repulser fields to keep them off the ground. when it is important to work out whether the bad guys close on the Doctor and his companions. Damage Resistance [Strength] This ability allows an inanimate object to withstand impacts and attacks owing to its construction or component materials. Move: 6 Cars are the predominant form of transport on twentieth and twenty-first century Earth. others can apply it to only certain types of terrain. Size: 2. his Move plus any relevant special ability is used. The Piloting ability is essential to be able to fly a light aircraft. When used as a fast-moving ram. treat all terrain as difficulty 1. to do stunts or manoeuvres. In TIME LORD. Some vehicles have the ability to resist damage better than others: such vehicles have the special ability of Damage Resistance. the abilities of different types of vehicles are important only in chase scenes. Bicycles can usually be found propped against lampposts in town and city streets during the twentieth century on Earth. the Rough Terrain ability is added to a vehicle’s Move to determine its total ability which is matched against the difficulty of the terrain. A light aircraft must travel at least four areas a turn otherwise it stalls and may crash. Any attack that puts a vehicle out of action does not necessarily destroy the vehicle: it usually indicates that a vital component has been damaged and must be repaired or replaced. Damage Resistance would be used to protect a car in a crash. Car Strength: 6. The ability acts as a type of Armour: any Wounds inflicted that do not beat the Damage Resistance count as superficial damage and do not count against the total that puts the vehicle out of action. The are like mobile areas. Helicopters can hover in the air and do not 112 . At tactical level during action turns. escape from them or just for everyday travel. Damage Resistance 1. or vice versa.DOCTOR WHO — TIME LORD TRANSPORT The third Doctor was particularly fond of flashy or gimmicky means of transport. Rough Terrain [Move] Rough Terrain is the ability of vehicles to move easily over terrain. whether it was to chase people. Weight: 3. Although it may appear that boats can travel as fast as cars. called Rough Terrain. the number of areas it moves is the number of Wounds it inflicts on a target. Move: 4 A pedal bike is an emergency item of transport for one person.

Damage Resistance 2. if the rider falls off. Tricycle versions with balloon tyres are available: these vehicles have the additional ability of Rough Terrain (land) 1. These small. They cannot. rowing boats are a slow and cumbersome form of transport. Damage Resistance 2. Damage Resistance 2. The category includes punts and canoes. They are typically equivalent to two or three areas in size. Protective gear. Size: 2. Size: 2. in effect. Move: 4. manoeuvrable craft propel themselves along using jets of water. Their advantage is their carrying capacity. Move: 7 Speed boats are the nippiest form of waterborne transport in TIME LORD and just the thing to use to chase or escape from villains. Damage Resistance 1. however. A Land Rover can easily transport six people. Horses will also instinctively react to an attack against them by lashing out with their hoofs. Size: 2. Control: 4. Damage Resistance 2. Rough Terrain (land only) 2 UNIT troops favour these durable. but Size 1. motor bikes are the sexiest form of transport that a companion can hope to drive. Move: 5 Largely suitable for rivers and inshore work. Move: 6 Lorries are used to convey large quantities of materials or men. It conveys an advantage to its rider in combat: the rider’s Defence is increased by 1. Weight: 5. Weight: 7. Move: 6. Determination: 2. Speed boat Strength: 3. Weight: 5. Weight: 5. powerful and fast. Size: 3. Weight 7). Horse Strength: 5. Move: 6 Jet bikes are the waterborne equivalent of motor scooters. the horse is typically used by primitive societies. Size: 1. Knowledge: 1. Jet bike Strength: 4. Size: 4. Move: 5. Motor boats have a Move of only 6 because they are. Move: 6 Small. Weight: 5. Damage Resistance 1. Size: 2. Hovercraft Strength: 6. 113 . Damage Resistance 2. Motor bike Strength: 5. Weight: 6. Awareness: 3 Used as a beast of burden and a means of making men more mobile. is recommended. rowing boats with outboard motors. Size: 2. be used to ram targets otherwise they crash! The Piloting ability is essential to be able to fly a helicopter. Rowing boat Strength: 2. and therefore might carry anything from tea chests to troops. Weight: 5. Rough Terrain 3 Hovercraft use a cushion of air to float above the ground or water. inflicting 5 Wounds. rough terrain vehicles and use them to transport personnel and equipment. such as a plastics fibre helmet and soft leather clothes. enabling the rider to swim over and remount. Lorry Strength: 7. they automatically slow down and travel in a circle.DOCTOR WHO — TIME LORD have to move each action turn they are airborne. Weight: 5. equivalent to one area of space. They can range in size from tiny one-man or two-men craft (use the above abilities) to passenger vessels (as above. Land Rover Strength: 6.

in a way he is more powerful because he sees that the president’s wishes are fulfilled. Arcalia and Patrex — at which young Time Lords receive a thorough education into the history and nature of the universe. TIME AND TIME TRAVEL Time is a flexible medium. the Rod of Rassilon. an ornate. The effect is to propel the affected sector of space and time back to the point at which interference began: time. Security is the main concern of the castellan. The consequences of becoming caught in the temporal inrush are a matter of conjecture. Mason’s temporal analysis compares it to an elastic membrane that will yield if pushed. an oval gold medallion on a chain. The first law of time simply states that no one should be allowed to meet themselves. such as the Doctor. The Academy comprises three colleges — Prydon. however. who are clever enough to erase their patterns. The president is the figurehead of Gallifreyan society and has wide-ranging powers. commonly known as the matrix. quite simply. to do their dirty work. in effect. He secretly guards the Great Key of Rassilon from the president so that the powers of Rassilon can never again be wielded by one individual. and part of the reason why the Time Lords seldom do so is out of a sense of responsibility. but it is suspected that extreme ageing of those alien to the time and space would occur — a fatal effect over a period of several centuries! It is possible extensively to deform the temporal membrane only by pushing against different parts of it. who become renegades: the Doctor. such as the Master. If they travel. Headed by the High Council of Time Lords. Gallifrey’s centre of learning. Within the Citadel. a great force field that protects Gallifrey from attack. A strict policy of non-interference in the affairs of the universe has turned the Time Lords from innovators into mere observers and preservers of the balance of time. Each guard is armed with a staser. but will spring back once its limits are reached to return to equilibrium. other Time Lords have left the Citadel to become close to nature. sophisticated time machines that are virtually self-sufficient micro-universes. which is led by the president. A Time Lord can be connected to the matrix. He is also responsible for the maintenance of the transduction barrier. Academic life. who has the forces of the Citadel Guard at his disposal as well as an extensive network of surveillance cameras. their own regulations about what can and cannot be done to the fabric of time and space. wide segmented band of gold-coloured metal reputedly with the power to protect its wearer against even a black hole. The amplified panatropic computations network. catches up with the meddlers. and prefer to live rough in the wilds of Gallifrey. is also a personal force field (Strength 10) that can be extended to protect one other person next to the chancellor. castellan and the cardinals of Gallifrey’s Academy. the Master and the Meddling Monk are among those that wander through time and space. a low-powered blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. Armed with this knowledge. The law has been broken on several occasions: the Doctor has been permitted by the Time Lords to meet other incarnations of himself. it contains details and the mind prints of every Time Lord except those. His badges of office are the Sash of Rassilon. is anathema to some Time Lords. the weaker one will be subjected to the reality imposed by the other. typifies Time Lord stagnation. they do so in TARDISes. Blinovitch’s limitation effect is a simple observation that it proves impossible to keep going back to the same point in time in order to have a second. which enables the wearer to gain access to the matrix. life is very much devoted to introspective studies at the Academy. The High Council consists of the president. If they intercede it is only to correct an abuse of the laws of time. third or even fourth attempt at getting something right or averting a cata- 114 . Instead they vigorously police time travel to put a stop to infringements of the laws of time. The chancellor’s badge of office. the city of the Time Lords. which allows access to the energies of the black hole that provides Gallifrey with its power. with traumatic consequences. if more than one mind is connected at a time. The most important regulations governing time travel are the first and second laws of time and the Blinovitch limitation effect. are the undoubted masters of time travel in the DOCTOR WHO universe.DOCTOR WHO — TIME LORD TIME LORDS AND TIME TRAVEL The Time Lords. the ruling elite of the planet of Gallifrey. Citadel Guards are distinctively dressed in red tunics trimmed with white. The chancellor is. It is the electronic memory used to record and preserve the experiences of all Time Lords. Great pioneers such as Rassilon and Omega have mastered elements of it and passed on the benefits of their knowledge and achievements to their successors. and the Coronet of Rassilon. Officers additionally wear a silver-coloured breastplate to denote their rank. Gallifreyan society has stagnated. chancellor. the Brigadier met himself in Mawdryn Undead. red trousers tucked into red leather boots. allowing him to enter it as a virtual reality. A section of the Citadel Guard is under the direct control of the president. yet even they do not understand all of its intricacies. the president’s conscience. in effect spreading the load. and red dome-shaped helmets. the Time Lords have established themselves as invigilators of the laws of time. but even then they prefer to use a free agent. It would be easy to abuse the ability to travel freely in time. white cloaks.

Close up. or ‘borrowing’ as he would say. In appearance. Each incarnation of the Doctor has modified the console in some way. Originating from the cloisters. the measure of relative continuity. exists in another dimension: only part of the time machine materializes when it lands. Within these limits. Cloisters Finished in carefully worked and carved grey stone over which climbing plants grow. and in its ultimate form becomes a time loop. It first manifests as temporal and spatial displacement from the intended time zone. is not instantaneous. through two ordinary-looking doors. giving away the fact that there is a powerful source of energy beneath its battered blue exterior. Time travel. The Doctor obtained his TARDIS only by stealing. in a Saxon church it might appear as a crudely carved altar or column. In TIME LORD. This prevents a time traveller. to take advantage of new components or to repair damage caused by circuit fires or even blaster damage. Cloister bell The deep. and it is from there that the adventure continues. perhaps on the verge of breaking up or entering an area where conditions are so hostile that the ship would be destroyed. going back to kill his father at a time before the traveller was born. sitting himself on one of the stone benches or pacing up and down. it from Gallifrey many centuries ago: the model is now obsolete and considered a museum piece. then logically he would never have existed and his father could not be killed by his hand. lies the rest of the Doctor’s time machine: a confusing maze of corridors and chambers that even the Doctor has been known to get lost in. the hostile action displacement system (HADS) or the TARDIS force field can be activated. 115 . Beyond the console room. although slightly more advanced. the cloisters is a tranquil area that resembles its monastic equivalent on Earth. resounding knell of the cloister bell is a warning that the TARDIS is in great danger. In addition. it is apparent that the wooden lock-up is more than it seems: it hums discernibly. and until then is dependent on them. Anyone’s time line diverges from their ancestors’ time lines only at the point of birth. The chameleon circuit analyses the surroundings of the TARDIS just before the ship materializes and picks an outward form that blends in. however. Most of the TARDIS. Each TARDIS has built-in controls that prevent the abuse of the first and second laws of time and take evasive action to another time and space should the Blinovitch limitation effect begin. the sound of the bell reverberates through the ship. sloping-topped console that surrounds the time rotor in the main control room. the point at which the TARDIS is going to arrive is often known in advance. After all. his meddling only resulted in even more bizarrely out of place forms. therefore. the TARDIS is virtually indestructible. If he were to do so. The second law of time prevents discontinuity in a person’s time line and avoids paradoxes. the TARDIS is far larger than its external appearance suggests: it transcends the three primary dimensions of the universe. time travellers can come and go as they please in space and time according to Mason’s temporal analysis. rest and keep themselves occupied on their journey. the location of the time ship’s main controls. the second law of time states that no one can interfere with their time line. however. According to the Doctor. TARDISes ordinarily look like silver-grey metallic boxes but because this makes them conspicuous. the Doctor’s type 40 is probably the only one that characters will encounter. the journey is rarely important except when scenes relating to an adventure need to take place. Control console Most of the TARDIS’s functions are controlled from the hexagonal. It combines with the first law of time to prevent temporal mishaps. THE TARDIS Although the Time Lords have created many models of TARDIS. A TARDIS materializing on a public beach in Edwardian times might appear as a bathing machine. The TARDIS’s doors open into the console room. Occupants of a time machine will notice the passage of time as normal. although he can be sometimes be panicked into believing otherwise. say. Inside. penetrating every room. Although the Doctor has made an attempt at repairing the chameleon circuit of his TARDIS. even changing its appearance. the TARDIS looks like an English police telephone box from Earth during the 1960s. TARDISes used by the Master and the Rani are largely similar. his ship remains in the form appropriate to England in the 1960s. however. a slight incompatibility between circuits means it is unlikely that parts from one type of TARDIS can be safely replaced by those from another model. and will need to eat. The Doctor sometimes retreats to the cloisters. TARDIS FEATURES Chameleon circuit The Doctor’s TARDIS resembles a police box only because of a fault in the chameleon circuit. the Time Lords devised a means of disguising them.DOCTOR WHO — TIME LORD strophe. however. in order to think clearly about a problem. For added safety.

many companions not surprisingly long for proper Earth meals complete with all the trimmings. Cream-coloured plastics panels cover the walls. on pedestals and even a comfortable armchair. Panel four houses the terminal that gives access to the TARDIS’s computer and databanks. The force field surrounds the TARDIS at a distance of about one metre. its maximum depends on the energy available from the TARDIS’s generators. life support and lighting controls. The force field generator is located in the pedestal section of the control console and can be detached for use outside the TARDIS. Its main feature is the control console which is set in the centre of the room. the failsafe switch stabilizes the TARDIS in space and time so that it may neither materialize nor dematerialize. by entering the type of food required into the dispenser’s computer. The Time Lords disabled this circuit when they exiled the Doctor to Earth. Force field The TARDIS has a variable strength force field that can be used to keep enemies at bay. located in a room near to the control room. Near the TARDIS’s doors. Although the food is tasty and filling. houses the basic navigation and steering controls. nearest the TARDIS doors. Without it. with circular mouldings. Door lock Once protected by a number of anti-tampering devices. the lock on the outside of the TARDIS door can be opened only by a specially coded key. a hatstand is practically positioned to keep hats and cloaks for expeditions outside. humidity and oxygen levels. Access to circuits to carry out repairs is obtained by prising off the control panels or by removing the panels on the pedestal that supports the console. preventing both entry and egress. Control room The control room is the first room that anyone enters when stepping into the TARDIS. panel two houses the switch that opens and closes the TARDIS’s doors and the controls for the scanner. Each Doctor tends to decorate with control room with different objects: the first Doctor favoured ornaments. the TARDIS is suspended in space and time. the switch can be disabled to prevent its unauthorized use. Panel one. concealing electronic circuits and lights. It is from here that the Doctor sets a course for the TARDIS and initializes dematerialization and materialization. the inside of the TARDIS would shrink so that its rooms resembled those of a doll’s house. Panel six indicates the power status of the TARDIS and is used to bring in auxiliary power from generators and batteries. viewed from above. Failsafe switch Located away from the main control room. including radiation. The food resembles the concentrated rations used by astronauts from twentieth century Earth during the planet’s first space age. provided it is activated. It provides a power outlet for equipment to be used in the control room or a short distance outside the TARDIS. Until the switch is reactivated. the TARDIS cannot travel anywhere. Food dispenser Nutritious. Panel three houses the communications. It contains advanced navigational controls that are required in exceptional circumstances only and the TARDIS’s defensive controls. Panel five provides readouts of external and internal environmental conditions. about 30 centimetres across. The Doctor has removed other forms of security owing to the risk of sealing the TARDIS for ever. At its lowest level it is equivalent to Strength 10. as well as the room controls. 116 . Moving clockwise. he spent much time tinkering with it in order to escape from the planet. concentrated food can be contained from the TARDIS’s food dispenser. Dematerialization circuit Without a working dematerialization circuit. Dimensional stabilizer The dimensional stabilizer maintains the spatial relationship of the inside and the outside of the TARDIS. The dispenser also issues water in small plastic bags. such as clocks.DOCTOR WHO — TIME LORD The six trapezoidal panels each house controls for different aspects of the TARDIS’s operation.

Swimming pool The swimming pool is the main feature of a villa-style courtyard that is decorated with white pillars and urns. The key and lock can be reprogrammed from the main control console. The HADS circuit detects the build up and imminent release of energy. While the ship is stationary. which resembles Victorian ironwork. New chambers usually show the basic structure of the TARDIS. Storerooms Among the many chambers of the TARDIS are vast storerooms that contain essential supplies and materials necessary to the upkeep of both the TARDIS and its inhabitants. the Doctor can issue a spare key to his companions. and triggers the dematerialization circuit so that the TARDIS makes a short spatial journey. Artificial sunlight makes the courtyard bright and pleasant — an ideal place to relax. The list of their contents was once kept in the TARDIS’s databanks. allowing them more easily to attain a peaceful state. If necessary. It is connected to externally mounted detection equipment. for example. but the Doctor’s poor bookkeeping means that this information is far from up to date — perhaps as much as five centuries old! — and may well be inaccurate about the location of equipment. unless the Doctor remembers to program their features. Particular emergencies may make it necessary to shed part of the TARDIS’s internal structure. The Doctor needed to use the zero room to settle into his fifth incarnation. tends not to activate this safeguard. Time rotor The time rotor at the centre of the control console rises and falls as the TARDIS travels through time and space. 117 . mainly because it can make the TARDIS difficult to find and reach. type and number of rooms in the TARDIS can be controlled from the main control console. Workshop Deep in the TARDIS is a scientific workshop where the Doctor has the facilities to build and repair electronic and mechanical equipment. however. It has no pretences of advanced technology: ancient scientific apparatus mingles with new and futuristic equipment. was partly a bioelectronics lab! The layout. but he dislikes the risk this entails: his enemies might one day prove clever enough to use a companion and the key to steal his ship. Companions’ rooms are typically full of souvenirs from their travels or equipment for their hobbies: Nyssa’s room. however. Scanner A large television screen suspended in the wall of the control room provides an image of the location corresponding to the temporal and spatial coordinates of the TARDIS. TARDIS key Although the key to the TARDIS looks no more complicated than a front-door key. There is an abundance of plant life in this area: climbing plants creep up the pillars and over stone balconies. making use of its therapeutic properties. Rooms Each companion is assigned his own room in the TARDIS. The Doctor. the time rotor is motionless. the urns contain more formal arrangements. and the controls allow rooms to be jettisoned.DOCTOR WHO — TIME LORD Hostile action displacement system (HADS) HADS protects the TARDIS against attack by dematerializing it and rematerializing the ship a safe distance away. Zero room The zero room isolates its inhabitants from the forces of the universe. which he is allowed to personalize. its complex crystalline coding is unique and attuned to the body prints of the Doctor and whichever companions he decides are trustworthy enough to be allowed free access to the TARDIS.

It is also known as Terra or Sol 3 and is subject to constant invasions by aliens which know a good thing when they see it. as in Invasion of the Dinosaurs.’ says the Doctor in The Invasion . to provide a suitable and breathable atmosphere. It can be used only in containment vessels which constantly shift the structure of the containing material so that matter and antimatter never meet. Cricket ball A cricket ball is an indispensable piece of equipment.DOCTOR WHO — TIME LORD A 500-YEAR DIARY The Doctor occasionally records details of his adventures and the creatures and objects he encounters on them in his 500-year diary. hand-sized bomb inflicts 10 Wounds against targets in its primary zone of effect and 5 Wounds to those in its secondary zone of effect. and an anti-theft force field that restrains potential car thieves. Black hole Gateways to the universe of antimatter. Computers are infuriatingly obstinate. where photographs alerted the Brigadier to the presence of Doctor John Smith and Sarah Jane Smith. They demonstrate that the evolutionary prospects of an adding machine are limited. It can be thrown at control panels to deactivate automatic security systems. Often used by the military to identify criminals. is limited. a remote control that allows the Doctor to control it from a distance. Earth is destined to end up as a ball of chemical goo unless mankind can change its ways. The eye is the heart of a black hole that was entered by the Gallifreyan temporal engineer and architect known as Rassilon. Environmental helmets The TARDIS is equipped with a number of environmental helmets that usually form part of a space suit. The aliens probably have the right idea. Camera A handy method of making visual records of events and people. 118 . Bessie A veteran. Dalekanium A highly effective explosive developed by the Daleks. which is achieved through the Eye of Harmony. gets captured or gets lost. Companion A guaranteed source of trouble that either gets in the way of experiments. Time Lord technology relies on the balancing of the forces of a black hole with the planet of Gallifrey. Earth Earth is a pleasant green planet with blue oceans which is favoured by the Doctor. smile if someone takes your picture. It is fitted with inertia brakes that allow instant deceleration. Antimatter A safe enough material in its own universe. A small. or bounced off a spaceship to use the momentum to rescue a spacewalker whose safety line has snapped or been cut. bright yellow open-topped car driven by the Doctor while on Earth. Often unappreciated by its inhabitants. with or without visors. antimatter explodes violently in contact with the stuff of the normal universe. The following extracts are should prove particularly useful to prospective companions. black holes exert a strong gravitational pull from which matter and even light cannot escape. Computers ‘I hate computers and refuse to be bullied by them. and may run out through prolonged use. they scream loudly should anything dangerous approach. but liable to blow a few circuits at the slightest logical conundrum. Companions are useful as early warning systems. Whatever the circumstance. The helmets can be worn on their own. and one of the few weapons that is guaranteed to be effective against Dalek armour. The air supply. however.

Have a jelly baby. which frequently overload their circuits. Force fields also act as a type of Armour: if the force field is not breached by an attack. and inflicts 4 Wounds. The device is palm-sized. for which the Edged Weapons ability is appropriate. It is still useful to appease black marketeers or mercenaries. Janis thorn Leela uses a janis thorn to paralyse and kill her enemies. In such cases a hand-held homing device from the TARDIS’s storeroom can be used to indicate the rough direction to the TARDIS. who cannot look or travel beyond their own solar system. it completely protects anything beyond it. inflicting 4 Wounds. there are more galaxies per universe than water molecules in a pint of beer. Laser cutter A laser cutter is a high-precision instrument for delicate surgery on electronic circuits and components. the metal is conveniently worn as jewellery by many companions. comes form E-space. It can be used in hand to hand combat. 119 . resulting eventually in death. Cybermen. Cybermen. the second Romana chose to remain there. Galaxy Often called the universe by creatures. The Earth confections are a prop used to gain time or favour: only cruel. The Strength of a force field is the difficulty that a character must beat to get through: a typical force field has a Strength of 10. Jelly babies increase the Doctor’s Awareness by 1 if he uses them to charm his way into people’s favour. or his companions need help to find the TARDIS. Homing device Sometimes the Doctor’s ‘infallible’ sense of direction fails him. Timed fuses are essential to use explosives safely: a minimum detonation time of two action turns is recommended for everyone to clear the area of effect. Force field A force field is a focused barrier of energy that is largely impervious to physical attacks. a mutated Alzarian. so the potential of gold is probably limited. Subsequent attacks increase the paralysis. manipulating the natural weather patterns. The thorn itself inflicts zero Wounds for the purposes of overcoming armour. If at any time the poison overcomes a victim’s Strength. Leela survived an attack by a janis thorn only because the Doctor was able quickly to synthesize an antidote.’ is the Doctor’s usual disarming approach to security guards and wouldbe rulers of the universe. it immediately paralyses its victim. is the negative part of the universe. however. The Doctor frowns upon the use of such a dangerous weapon. emotionless or violent monsters such as the Daleks. or Exo-space as it is also called. Gold In dust form. Stabbed into the exposed flesh of a victim. especially science fiction writers.DOCTOR WHO — TIME LORD E-space E-space. Jelly babies ‘Hallo. Autons. Adric. are probably working on life support systems that do not seize up in the presence of this metal. It is like the normal universe. ending her travels with the Doctor. The electromagnetic forces it creates can be used to repel attacks against the Moonbase itself by overriding the safety cutouts. I’m the Doctor. The gravitron exerts huge gravitational forces on the Earth. the janis thorn releases a Wounds 5 fast-acting poison that attacks once every two action turns. gold is a deadly poison to Cybermen. such as bomb detonators. It can also be used for imprecise surgery on electronic components. As a general rule. Yetis and so on could resist. Fuses A plentiful supply of electrical fuses is needed for the Doctor’s MacGuffins. only it exists in negative coordinates. Sontarans. Gravitron Weather on the planet Earth is controlled in the twenty-first and twenty-second centuries by a gravitron based on the Moon.

The plastic film is soluble in water. Medical pack The TARDIS has a dispenser that issues medicine-impregnated bandages that promote the healing of wounds. and Ace is forbidden to make it: she usually has a plentiful supply. This action can also be initiated by radio signals activated by the Nestenes’ human agents or allies. a harmless-looking plastic daffodil. Reversing its polarity turns it into a powerful electromagnet which can be used to draw back heavy bolts. Medicine 2 for the purposes of healing. Nestene autojet The Nestenes’ ability to animate plastic and the Master’s technological know-how were combined to produce the Nestene autojet. It tends to work only after the TARDIS crew has stepped outside. An environmental helmet. which provides protection for the head. Pocket watch Each incarnation of the Doctor has carried a pocket watch. Sonic screwdriver The Doctor’s sonic screwdriver is a general purpose MacGuffin that harnesses sonic energy to manipulate and open mechanical and electronic locks. one of the Doctor’s companions. The Doctor typically lays a path of brightly coloured liquorice allsorts on the ground to distract guards and draw them away from objects they are supposed to be watching. The length of activity in space suits is limited by the air supply. Radiation meter The TARDIS has a radiation meter built into its control console. It is programmed to respond to heat and the pattern of a human face. By boosting its power and concentrating the sonic energy into a beam. It is unstable. It was destroyed during The Visitation at the time of the fifth Doctor. It is used mainly by the Daleks to power their time capsules. and dissolves minutes after its has done its job by the action of condensed water vapour from its victim’s dying breath. as well as containing air canisters. Its constituents react violently in contact with anti-matter. however. Medical packs have the abilities of Knowledge 6. so if you have to use it. Space suit The TARDIS’s wardrobe has a reasonable stock of space suits. and a taranium core formed the heart of a Dalek weapon that was intended to destroy time. it can even be used to set off mines. whereupon it shoots a plastic film over the target in an attempt to suffocate its victim. This meter is reliable. 120 . It has a short time fuse of 2 actions turns. which are essential for exploration in space and on many moons. a pocket watch and chain can be used to hypnotize opponents. The Doctor occasionally uses a portable meter to measure the extent of different types of radiation away from the TARDIS. They are available only if the Doctor has remembered to restock the TARDIS dispenser with the required drugs. Its counterpart is E-space.DOCTOR WHO — TIME LORD Liquorice allsorts Like jelly babies. this Earth confection has other uses. place it and run! N-space N-space is our universe: normal space comprising normal matter. Particularly large and megalomaniac liquorice allsorts tend to have personality defects. Taranium Taranium is a vital mineral used to power time machines and temporal weapons. A dye on the exterior of the bandage changes colour when the wound has healed. Nitro-nine inflicts 7 Wounds on anyone in the primary zone of effect and 4 Wounds on anyone in the secondary zone of effect. but it is not infallible. Its ability is equal to the Doctor’s total MacGuffin ability. Nitro-nine Nitro-nine is an effective explosive whose formula is known only to Ace. The trick rarely works twice on the same guard. Apart from usefully measuring the relative passage of time and acting as an alarm to remind the Doctor of certain events. can be used separately on planets with thin atmospheres.

The Time Lords use it to power type 40 TARDISes like the Doctor’s owing to its long life. that are essential to routine maintenance on the TARDIS. typically on a spaceship or planetary base. 121 . Switzerland. TARDIS toolbox Useful source of MacGuffins. Zyton 7 The prison planet Varos is the main source of Zyton 7. Only civilizations that have developed temporal science have a chance of breaking out of a time loop. Its headquarters is in Geneva. Lethbridge Stewart was first encountered by the second Doctor.DOCTOR WHO — TIME LORD TARDIS key The key to the Doctor’s TARDIS is molecularly coded so that only the Doctor or recognized companions can unlock the door. It can fly: in the air it is treated as a light aeroplane with Move 7. If the Doctor knew how each one worked. such as drone clamps. The TARDIS’s Zyton 7 has been exhausted only once in many centuries of time travel. The only chance of breaking out occurs if the victims discover at which point they entered the time loop and can then devise a means of changing their actions. Whomobile The third Doctor built a special car during his sojourn on Earth. forewarning the TARDIS crew of imminent danger. laser cutters and probes. silver car with curved. Torch The TARDIS storeroom carries a number of chemical and electrical torches that are vital to explore some of the dingy caverns in which the craft lands. neutron rams. with a pass under the name of Doctor John Smith. The United Kingdom section of UNIT is headed by Brigadier Lethbridge Stewart. The Whomobile is a compact. Time-space visualizer The time-space visualizer can look at any event in time and space. on the ground it is treated as an air car with Move 6. Time loop Time loops are temporal traps that keep their victims snared in a short. UNIT Earth’s United Nations Intelligence Taskforce (UNIT) is a worldwide organization set up in the late twentieth century to investigate and combat extra-terrestrial menaces. He is active in this role throughout the 1970s. Time corridor A time corridor is a two-way connection between one time and space and another. magnetic clamps. The Doctor has to program the key so that new companions can use the key: the first Doctor is particularly reluctant to do so until he can trust his fellow travellers. Each base is dependent on the good will of the host government. he would probably have a fully functioning TARDIS. sweptback wings. provided its operator can program it correctly. It is opened and closed from only one end of the corridor. a subsidiary will often be blackmailed by politicians into acting against their leader’s will. 1980s and 1990s. Daleks used time corridor technology until their scientists developed timeships. repetitive cycle of time. It can provide insight into recent events. whose regular staff includes Captain Yates and Sergeant Benton. a key element in the power sources of many spaceships. Although nominally independent of each country’s government. The Doctor has since become the temporary scientific adviser to UNIT in the UK. and it has bases near or in the capital cities of the main world powers.

DOCTOR WHO — TIME LORD PART FIVE The Never-Ending Script 122 .

use basic tools. if they do something within the world that the referee has described. In some ways the referee is also part of the group. necessitating clear-thinking as well as bookkeeping skills. He is the person that gives players the initial push into an adventure. WHO SHOULD BE REFEREE? The referee is commonly chosen by default whenever anyone plays a new role-playing game: he is usually the owner of the rule book. He is the person who believes it would be entertaining to run a game using a particular set of rules. Imaginary worlds. he is the means by which players enter another universe. The referee. force field 123 Table 5B: Control (example Difficulties in italics) 0 1 2 3 Unco-ordinated. the referee uses all these tools to become transparent to the action: in effect. adjusts to their whims and actions. play notes on a musical . is the one person in a game of TIME LORD who should read this book thoroughly at some time so he has a clear idea of the scope of the rules and how they work. are difficult to maintain. because he has an idea for an adventure. will have had the greatest opportunity to study the rules and should have a good grasp of the basic mechanics. After one or two adventures. use simple vehicle such as a car. because he controls characters that players can befriend and who help defeat the villains: it is difficult to be against someone who helps attain an objective! The referee’s part in a role-playing game is to maintain play balance and adjudicate players’ actions to get results that are consistent in the context of the DOCTOR WHO universe. and even offers them help when they get stuck. random movements. hold object Barely controlled movement. however. He also has to learn how to describe scenes and people graphically so that they come alive. it is the referee who reacts to their actions and maintains the feeling of suspension of disbelief. Any referee should encourage this: it adds to the variety of the game and gives the referee a chance to play a character! Even within the same group. therefore. referees have different styles. what one deems suitable for his players may be too tame or too excessive for another referee. however. Geoff Capes Car. It is suggested that a different incarnation of the Doctor and other companions to the ones played under the control of the first referee be used to retain continuity in each referee’s universe. Table 5A: Strength (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 No strength at all Small rodent Child Average adult Strong adult Human maximum. for the person who buys a new set of rules is the one most likely to want to get a game started. it makes sense for the owner of the rules to be the referee. and it takes time for a novice referee to develop all the skills that will ensure his players feel they are entering a different time and space. flexibility and storytelling. Cyberman Lorry. And he also needs to keep track of the fate and actions of everyone on an adventure. It is suggested. awkward. TIME LORD is just one of his tools: it provides a set of physical laws as well as background information that is consistent with those laws. one of the players may want to take a turn at being referee. Players depend on him for scenesetting information in the same way as they might absorb such details from a film or the computer-generated graphics of a virtual reality. Ideally. therefore. whoever owns the copy of TIME LORD should be the referee. Until the players themselves obtain copies of the TIME LORD. He. bulldozer. and it is usually his enthusiasm that encourages other people to play in his games. It is important to realize that the referee is not against the players: he is as likely to help them as he is to set perplexing puzzles. For a start. after all. Experienced role-players also often choose their referee this way. His other tools are imagination. that in a group of novices. form letters Clumsy. walk. a referee has to absorb a vast amount of information about the DOCTOR WHO universe as well as the rules that make the game possible. simple machines Average human.DOCTOR WHO — TIME LORD HOW TO BE A REFEREE No role-playing game really ticks without the presence of a referee. clap hands. hydraulic press Jet aircraft Spaceship Gravitron.

6 Car. crack a safe. force action for their cue. A mature player will accept. if you Table 5A: Strength (example Difficulties in italics) feel they are too weak. simple machines Average human. While running the game. Tweaking abilities. Cyberman others prefer to sit round a table. ideally with a table for his own use. lower their Armour. as referee you have the right to change it. The rules. although he may not agree with. fine.DOCTOR WHO — TIME LORD RULES. awkward. above human average. scrap paper as well as notes on characters and the the game: table space aircraft adventure in progress. too. Players feel comfortable when reality behaves as expected. virtuoso musician. The Cybermen detailed in Part Four. play musical instrument well Very nimble-fingered. walk. Here he can organize the running of 8 Jet is needed for the rule book. although it is vital at times to make players believe or have faith in an adventure or the referee. No matter how much a player whines or argues. hydraulicbest is a matter of personal preference. The first method encourages a relaxed atmosphere. do not expect results to be realistic but consistent with the general laws of the DOCTOR WHO universe. is a minor form of rule-changing: you 0 may need to invent No strength at all rules to cover special situations or bend ones to simulate a different effect. cut gems Human maximum. walk tight rope. 1 Small rodent One rule that cannot be broken is that the referee’s word is law. the referee on the game. you are probably better off without him: has 2 players often do not know the full story when they perceive a referee’s ruling as unfair. and in which villains who certainly died in a previous adventure resurface to menace characters again. ninja. clap hands. Realism is a tool that to a degree can be dispensed with. the refereeChildthe final say. It is the realm where science fiction becomes science fact. however. Which one is press 7 should sit slightly apart from the players. 9 Spaceship The referee’s table is like the backstage area of a play: events and referee characters are waiting in the wings 10 Gravitron. Geoff Capes There is no set way of playing a role-playing game. are those from the time of The Moonbase and Tomb of the Cybermen: if you want wimpy Cybermen. operate complex vehicle such as a helicopter. Any effect that is deliberately intended to make players feel uncomfortable should be carefully considered and handled. master watchmaker. If something does not seem right. Notes that the players should not see can be kept handy yet away from their eyes. Some groups split up around a room and slump in armchairs. for example. bulldozer. juggle. when it does not. dice. If a player ups and leaves. random movements. play notes on a musical instrument Skilful. increase their Strength. the nature of alien intelligences. hold object Barely controlled movement. concert musician. a referee’s decision. therefore. 4 Strong adult 5 Human GETTING ORGANIZED maximum. Whatever you do. REALITY AND REALISM TIME LORD is simply a set of rules that have been designed to give an effect: they aim to simulate the reality of the DOCTOR WHO television series. but it cannot simulate every effect simply because the background contradicts itself. and behind-the. the second concentrates the players’ minds Lorry. use simple vehicle such as a car. DOCTOR WHO is a setting in which elite soldiers can fire at point blank range and miss. always use the principle of beat the difference when rolling the dice. Although the physical laws of the DOCTOR WHO universe are broadly similar to those of our own world. use basic tools. time paradoxes and natural phenomena as well as the demands of television magic mean that not everything in the game may behave exactly as expected on twentieth century Earth. Either way. in which rivers of fluid ice course through the cores of planets. form letters Clumsy. swing from trapeze Comic book superhero Raston robot Divine powers Divine powers 124 .scenesfield controlled by the referee takes place there without the main players’ Table 5B: Control (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unco-ordinated. they are certainly not privy 3 Average adult to the scheming or skills of their opponents. athlete. can be broken. they are likely to become disoriented and argumentative. TIME LORD is designed to be generally consistent with the background.

the nature of the rock and its colours. By drawing on storytelling skills and powers of description. road width. players will feel their characters are dealing with other people. hamster. wide door. When such characters are created. Those characters that take a dominant role should be more thoroughly detailed so that they can be played consistently from game session to game session. book. Ice Warrior. log cabin. large spider. baby. sounds and smells on Earth. By the bare statistics that are the character’s abilities. and their players should not know what the others are up to or what happened until everyone meets up again. If the TARDIS lands on a beach at the foot of a cliff. rat. have on the water’s surface. Referee characters for an adventure are easy to create: just give them the values that are appropriate for each ability. convey this information too. aircraft hangar. room Car. average dog. and let them know it burns their throats if it contains hints of acid. cow. for example. Referee characters that are role-played well develop personalities and become believable. plughole Gnat. large dog. Players will use this information to imagine what the alien world they have landed on looks like. ventilation duct. lapdog. a planet or even just another room in a complex — it is the referee’s description that they rely on for information before they act. flea Up to 1 kilogram. If players enter a new environment — whether it is a spaceship. hairline crack Molecule. large dog. By giving players comparative descriptions to similar sights.DOCTOR WHO — TIME LORD knowledge. bar of lead. put a few notes about their behaviour and quirks of personality. BRINGING THE GAME ALIVE How much the referee puts into an adventure to an extent affects how much the players get out of it. brontosaurus. it is possible to create a picture of an alien environment. Tyrannosaurus Rex. It is inevitable that characters will become separated during the course of an adventure. gas particle 125 Table 5D: Weight (example Difficulties in italics) 0 1 2 3 Up to 10 grams. It does not take much acting talent to make a referee character more than two-dimensional. remember to deal with all the players equally: it can be boring and frustrating for players to be left on their own for long. and tell them any observer might normally take for granted. cat flap. describe the mood of the sea and the effect the two suns. REFEREE CHARACTERS Characters controlled by the referee both provide information for the player characters and give the referee the chance to role-play. The referee’s sense of game balance is important here: appropriate values are relative to the player characters’ abilities. Dalek. If there are sea birds or other forms of life. yacht. A villain who cannot be swayed from the path of injustice should have Determination two or three points higher than the average player character’s ability. Cybermat. the referee can make the TIME LORD universe come alive. it will also help them role-play their characters through the suspension of disbelief. wide corridor Small human. small doorway Small child. warehouse Elephant. small dog. His weak abilities should be equal to or less than the Table 5C: Size (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Palace. such as a separate room. rowing boat. ajar door Mouse. Cyberman. almost weightless. try to give each one a different personality. Dalek eyestalk. flea. crack in masonry or woodwork Speck of dust. using the rule book or a cupped hand to obscure the dice from the players’ view. which helps to increase the players’ involvement in the game: instead of feeling that they are dealing with the referee. screwdriver Up to 6 kilograms. salt-laden air. let the players know. There should also be somewhere. Give them an idea of the steepness and climbability of the cliff. baby. typical area. or whatever. bag of shopping Up to 40 kilograms. or when they are used in an adventure. whale. chimney flue Cat. trawler. small adult . gnat. particle of powder. if it is eerily silent. child. Tell the players how they feel as they breathe in fresh. mousehole. horse. airliner. If characters do become separated. hamster. just effort on the part of the referee. Exceptionally good roleplayers can be trusted to observe events they are not involved in because they will not use such information to advantage. width of a country lane Large human. Dice rolls that players should not know the results of should be made here. that the referee can take players who are away from the main action or whose actions need to be carried out in secret.

Table 5D: Weight (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Up to 10 grams. large dog. you merely react to what they do and tell them what they find or what happens to them. ajar door object’s Strength to break it. make it too hard. wide the right game system generates excitement: players sometimes will the dice to produce corridor numbers! 4Difficulties should be chosen so largethe dice are rolled at tense moments. and it is when some or all of the characters have a chance of failure that the 3 Large human. along with the principle of beat the differ8 Gnat. aircraft hangar. small aircraft Up to 250 tonnes. This ensures that 10 Molecule. Ice Warrior. typical a feeling that a character is 2 dice creates a feeling of tension. rowing boat. The result is quite independent of the players’ actions unless they are trying to abort the explosion. however. large must overcome to affect it. gnat. the referee uses the number of research turns that have passed to determine when the Daleks’ next move will be made. The default is a difficulty of 5. If the Daleks. hairline crack the tables seem confusing or have no can also dust. warehouse Picking the right difficulty forbrontosaurus. space station. if the players are in the wrong place at the wrong time. and the referee often has to interrupt what the players are doing with other events. small adult Up to 125 kilograms. for example.000 tonnes. Only when it becomes apparent that the players are genuinely stuck should it be necessary to intervene. small dog. spaceship. as characters. baby. hamster. child. ventilation duct. log cabin. almost weightless. form the backbone of the rules system. Abilities automatically generate corresponding difficulties: Strength is used. brontosaurus. you should not impose your wishes on the players: they should feel free. to be used when 9 immediately obvious equivalent to whatever is being attempted. and to overcome its Weight to lift it. flea. rat. a character to beat is airliner. Novice referees Speck ofresort to a default powder. crack in masonry or woodwork ence. whale. Dalek. Sometimes.DOCTOR WHO — TIME LORD corresponding abilities of player characters. width ofhiscountry lanecompetent. the players will feel that they have had too little of a challenge. car. mousehole. to overcome an 6 Cat. bag of shopping Up to 40 kilograms. and then it is best done through the actions of friendly or hostile referee characters. baby. Cyberman. lorry. cat flap. each player hasarea. The entire adventure turns into a race against time. lapdog. the nature of a plot forces the referee to intervene. motorcycle Up to 4 tonnes. trawler. The object’s Strength or Weight provide the diffi7 Mouse. cow. planet 126 . will have to roll the dice to succeed. Look at the abilities given to villains and aliens in Part Four for guidelines on the level of abilities. 1 Elephant. Tyrannosaurus Rex. Rolling the at what they attempt so horse. are working to a schedule to explode a neutron bomb at the centre of the Earth. hamster. small or at times generated to good effect. gas particle most characters. adult. Ideally. You are there to oversee what the players do to solve the mystery you have set them. rhino. that dog. chimney flue adventure. to go their own way without being channelled in a particular direction by the referee. It will enable you to develop your role as a responsive storyteller. airliner Up to 2. Table 5C: Size (example Difficulties in italics) DIFFICULTIES 0 Palace. screwdriver Up to 6 kilograms.000 tonnes. Of course. one of the keys to a successful game of TIME LORD. flea Up to 1 kilogram. book. average dog. RUNNING ADVENTURES The simplest way to run an adventure is to set the scene and let the players get on with it: as referee. If you make an adventure too easy. plughole Difficulties And Abilities Tables give descriptions and examples of the numeric values of each ability: these tables. yacht. particle of difficulty. Dalek eyestalk. wide door. road width. most elephants Up to 30 tonnes. The game system is intended to remove mundane rolls so they do not intrude on an 5 Small child. Cyberman. and you should be able to run an adventure smoothly and with the minimum intrusion of the mechanics into the story line. bar of lead. much of what happens will pass unnoticed until it is almost too late! Keep all your notes at hand. aircraft carrier More than 2. doorway where tension can be Small human. room and they may be deterred from ever playing again. whose abilities typically range from 3 to 5. Cybermat. which adds an edge of excitement to proceedings. for example. TIME LORD deliberately allows characters that are good enough to succeed Car. van. hod of bricks Up to 600 kilograms. The culties that a character’s Strength spider.

radio. peasant skills. genetic engineering. biochemical nanocomputers. use of plough. potter's wheel. read and write fluently. use of car. dance pleasingly. sceptical but has faith in politics and/or science. Dalek. barely able to move. athlete. transmats. some grasp of all areas of human knowledge. understand an academic treatise. religious and social prejudices. light aircraft Up to 3. motorbike. knows folklore and legend. interstellar navigation. use of light aircraft. typewriter Read and write fluently. spaceship Practically instantaneous travel. very superstitious. cheetah. use of jet aircraft.000 km/h. social and political prejudices. computer. use of force fields. mini universes Time Lord knowledge at its peak (in Rassilon's time). astounding feats of memory. jump over shoe box Up to 8 km/h. nuclear reactor Human maximum in the 20th century. food mixer. far future knowledge. basic reading and writing. turn. use of robots. genius. car. obstructed terrain. use of winch. emotions. poetic speech. understand the subtleties of TIme Lord science. pikestaff Capable of speech. open to reasoned argument. understand future science. crawl. bow. missile Up to 200.000 km/h (air speed record). transmat Table 5F: Knowledge (example Difficulties in italics) 0 1 2 3 4 Brainless. understand the meaning of the universe 5 6 7 8 9 10 127 . bicycle. TARDISes Alien intelligences. build time machines. electron microscope Educated to graduate level. injured or elderly human. rockets. racing bike.000 km/h (less than Earth escape velocity). use of basic mechanisms. basic speech. jump over tea chest Up to 25 km/h. gun Basic reading and writing. understand advanced 20th century research. understand basics of Time Lord science. move in time to rhythm. jet aircraft Up to 25. moped. understand the principles of any manufactured thing The White and Black Guardians. spaceships. Cyberman. helicopter.5 km/h. use of simple machines. ordinary horse. biochemical implants Future human knowledge. average human.DOCTOR WHO — TIME LORD Table 5E: Move (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unable to move Up to 1. downhill skier Up to 550 km/h (speed of sound). cybernetics. jump over matchbox Up to 3 km/h. race horse. dance at Nureyev's standard. lathe. seeks out principles behind phenomena. limping. easy terrain. jump over 2 metre fence Up to 110 km/h. rocket sled. acts in response to basic urges Animal instincts.

totally gullible. robot Subservient. Cybermen. drugs and physical pain. socially skilful. sometimes gets excess change when buying groceries but loses money whenever he sells his car. Daleks Beyond human limits. able to control and corrupt humans. treated as an object Disagreeable. can keep a secret unless drunk Determined. As 8 Able to exert will to create matter. dreary company. can obtain information by bribery or cajoling. a natural actor and orator. a leader of other men As 6 but with real power. little resistance to intimidation Average human. can be a real rogue. silver-tongued. can get away with a few small fibs but always caught out in a big deception. embarrassed about tipping. uncomprehending of social signals Average human. able to hypnotize at will. machines for mental control Alien intelligences Reserved for dominating alien lifeforms and zombifying brain parasites Divine powers 3 4 5 6 7 8 9 10 128 . easily deceived. even mini-universes. zombie. oblivious to most persuasion. likeable. pig-headed.. will not break under torture but affected by truth drugs. picks up vibes Gets away with murder. suspicious of most people Human maximum. can keep a secret unless drugged or tortured. mind transference machines. obstinate. paranoid or has a highly developed moral code. Cybermen Increasingly immune to biochemical mood changers. intuitive A head-turner and stopper of all conversation. striking appearance. able to shapechange or transfer mind elsewhere. charismatic. repulsive.DOCTOR WHO — TIME LORD Table 5G: Determination (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Mindless slave. resents being order about unless it is done persuasively. endearing. generally has good fortune. regarded as inanimate. yearns for leadership Easily led. lacking in social skills. Omega in the Doctor's time Table 5H: Awareness (example Difficulties in italics) 0 1 2 Unnoticeable. boring and humourless. could sell his grandmother. a good talker. difficult to distract or hypnotize Very single-minded. fails to spot things until they are very obvious Able to lie convincingly at times. sceptical. automaton. always looks shifty. a professional poker player. persuasive manner. unperceptive. overpays when bribing. Daleks. obsessive. cannot communicate.. chameleon-like appearance changes. a laughing stock Neither likeable nor pleasant to behold. even able to survive destruction of the physical body. can spot obvious con tricks.

Table 6A: General Difficulty modifiers Chances of success are Virtually nil Almost impossible Unlikely Evens Likely Almost certain A certainty Opponent’s views are Opposite Largely opposite Partly opposite Neutral Slightly similar Largely similar In accord Difficulty modifier +3 +2 +1 0 –1 –2 –3 Table 6B: Combat situation modifiers Combat situation Attacker surprises opponent or takes opponent unawares Attacker cannot see Attacker partly blinded Fog or moonlit night Night Attacker stunned 1 or disoriented Underwater. General modifiers are listed in the Modifiers Table — in effect they can increase or decrease a difficulty by 1 to 3. although those that affect vision. These modifiers are particularly relevant to negotiations and arguments between characters and referee characters. largely based on the referee’s gut feeling. for example. if it sounds wrong his action should be penalized with a higher difficulty. counts as terrain of difficulty 3. unless this is creature’s natural environment Gun with telescopic or laser sights 1 See 2 Difficulty modifier –2 +3 +1 +1 an area +2 an area +1 +1 –1 every two complete areas2 Appendix 2 Sights in effect reduce the difficulty due to range 129 . Modifiers At best. adjusting it as he sees fit using the general modifiers. as his action for the turn.DOCTOR WHO — TIME LORD Whenever more than one ability seems appropriate to a task. Other modifiers reflect special situations. Most special modifiers affect combat. and to move across it into an area of flat ground counts as a total difficulty of 4. also affect other situations. A character leaping from concealment to attack an enemy should get a bonus for taking his opponent by surprise. The way a player may want his character to achieve something might sound cackhanded or be a brilliantly elegant solution. similarly. for example. a character partly blinded by mist should receive a penalty. A player can elect to use Move to cross it in one action turn and keep moving. or leap across it. if it sounds right. It is quite possible for a referee to run a game using only the default difficulty of 5. a character’s resistance to persuasion should be increased if he disagrees with another person’s opinion. using Control and the Leaping special ability. A one-area wide chasm. the difficulty should be lower. use the one that is most relevant to the stated actions. the difficulty tables can give only an approximate value given the different circumstances in which the players can find themselves.

The Doctor needs to modify a 20th century transistor radio to transmit an SOS. operating at Determination 6. And particularly advanced or an unfamiliar jet engine might warrant an increase in difficulty of 1 or 2. One to induce fear in Cybermen. preparing traps. RESEARCH TURNS Tasks such as building or repairing equipment. Players may well choose to do so if their characters are clearly capable of 130 . The difficulty is 4. researching viruses and so on are assigned difficulties appropriate to the length of time needed for completion. Hurried research Time is often of the essence when trying to defeat an alien menace or finding cures for diseases or viruses. The time in research turns required to complete a task depends on the scale of the project. building circuits from scratch might take 20 to 100 research turns. so a difficulty of 4 would be appropriate to build a 20th century Earth radio. A rough guide to the number of research turns needed to complete a task is given in the Research Table along with some example difficulties. would be Difficulty 6 plus a general modifier of 2 because it attacks a specific immunity. They can try to complete these tasks in less time but at a higher difficulty. can be assigned according to the difficulty tables. The time taken is until 1-12 research turns before they are needed. The difficulty. a jet engine would be difficulty 5. machinery or MacGuffins. A rockfall consisting of six tonnes of rubble. for example. 2 MacGuffins are prepared for the right moment. and the referee decides it will take 12 research turns (3 hours) to find the parts and make the adjustments. Repairs to electronic circuits might take anything from 1 to 20 research turns. cannot be moved in one action turn: it takes many research turns of effort to clear. electronic 4 circuit or mechanical part Build a small electronic or mechanical item from available parts Build a small electronic or mechanical item from scratch Repair a jet engine Build a MacGuffin Repair minor TARDIS fault Rebuild TARDIS circuit Repair TARDIS chameleon circuit Analyse virus or poison Analyse alien virus Move 1 tonne of rock Set explosive charge 1 4 4 5 special1 8 8 10 6 8 6 6 100-650 turns 12-96 turns special2 12-48 turns 12-96 turns a lifetime 48-200 turns 48-200 turns 12-24 turns 1-8 turns The difficulty of building a MacGuffin depends on its power. the difficulty might increase by 1 because no scoops or shovels were to hand. however. And the six tonne rockfall has a difficulty of 7 to shift based purely on Weight. if it consisted of gravel. radio. Knowledge gives appropriate difficulties for technology. the difficulty might increase by 2 because no lifting gear is available.DOCTOR WHO — TIME LORD Table 7: Research Task Difficulty Time needed 4-12 turns 12-48 turns Repair a watch. shifting rubble. These values can also be adjusted using the general modifiers: if the rockfall consisted of heavy boulders. obtained from the Knowledge required to understand the technology. and characters may need to complete a task in less time than the basic amount.

The Doctor urgently needs to send his distress signal. making a total difficulty of 7. a total ability of 8. That way the player does not know whether his character has succeeded or failed until he uses equipment: the result of failed manual labour. accomplishing a task within the normal limits — their abilities are higher than the difficulty. but if that too fails to work. MacGuffins cannot be tested: they either work or they don’t and the only way to find out is to use them against their intended targets. Conversely. He starts again. however. As referee you should make a feature out of failure. but the referee lowers the difficulty by 2 to 2. Failure Inevitably characters will fail at some research turn tasks. and failure provides a chance to increase tension and develop atmos- 131 . This is reflected by reducing the difficulty using the general modifiers but keeping the same base time. a character can make a task easier by spending more time on a project these difficulties are also given. The Hurried Research Table shows the increases to the difficulty according to the amount of time spent on a task. increasing the difficulty by 5 to 9. Bench-thumping is the one ability that can be used to compensate for failure. however. will be apparent. The time required. The Doctor decides he can complete modifications to the radio in 50% of the time. Whether a character hurries research turn activities or not. will have changed as the character has made some headway. the Doctor fails to modify the radio. however. In effect. if the Doctor hurried his work the dice would be rolled only after six turns had passed. and instead picks up the sounds of wonderful Big L. Electronic circuits that have been built incorrectly have probably fused in sparks and a puff of smoke. every 10% reduction or increase in the time spent respectively adds one to or subtracts one from the difficulty. Because the Doctor has Knowledge 6 and Electronics 2. He now needs to beat a difference of 1 to modify the radio in 6 turns. the player knows he can easily modify the radio in 12 turns and be certain of success. the character must start again. Although it is possible to test electronic components. In the examples. so the player opts to modify the radio in less time at a greater difficulty. the dice are rolled only after the required number of research turns has passed. The Doctor again chooses to cut the time required by 50%. Incredibly. the time required stays at 12 turns. which he will certainly beat. and for this reason it is best if the dice are rolled by the player but the result seen by only the referee.DOCTOR WHO — TIME LORD Table 8: Hurried research Percentage of required time 50% 60% 70% 80% 90% 100% 110% 120% 130% 140% 150% Difficulty modifier +5 +4 +3 +2 +1 0 –1 –2 –3 –4 –5 Example: trying to complete a task in 60% of the time would increase the Difficulty by 4. players can again opt to hurry.

DOCTOR WHO — TIME LORD phere. It doesn’t really matter if the players’ hopes rested on building a MacGuffin that would stop an invasion fleet of Cybermen: if it cannot be built in time they must improvise! CUTTING TOOLS Few classic chases in DOCTOR WHO are complete without the Doctor fusing or locking a door. The resistance is the difficulty that must be beaten to cut a 10 centimetres long. it is Table 9: Materials resistance Material Plaster Plastic Wood Brick Concrete Soft metal Hard metal Armour plate Strength 2 2 3 4 4 5 6 7 Table 10: Cutting tools Tool Cutting disc Cutting torch Diamond power drill Diamond wire saw Thermic lance Cutting tools: blasters Tool Cybergun Dalek gun Earth laser Ice Warrior gun Ice Warrior sonic cannon Sea Devil heat gun Silurian heat ray Cutting capability None None None Fair Good Good Good 132 Cutting power 0 0 0 4 6 6 6 Cutting capability Fair Good Good Fair Excellent Cutting power 4 6 5 3 8 . too. Humanoids. however. In essence. Any material’s resistance to cutting tools is given by its Strength: typical Strengths are given in the Materials Resistance Table. 1 centimetre wide and 1 centimetre deep hole in that material — a volume of 10 cubic centimetres. How the pursuers deal with obstacles depends on the value of nearby equipment: cutting tools are slower but safer than explosives. need not always cut a hole big enough for an entire body to walk through. forcing his pursuers to use cutting equipment to continue the chase while the Doctor makes good his escape — or at least stumbles freely into a carefully prepared trap. it may be sufficient to cut a small hole big enough for a arm to poke through and reactivate a locking mechanism or turn a key.

Different types of explosives are listed in the Explosives Table. such as difficulty 6 for a hard metal door. however. Cybermen and other ruthlessly efficient. There are three basic specialized cutting tools: cutting torches. Failure means the cutting tool has run out of fuel or energy. The difficulty. Each one inflicts its Cutting Power on an object in much the same way that weapons inflict Wounds in combat. The capabilities of each type of cutting tool are detailed in the Cutting Tools Table. They are area weapons with potentially enormous destructive power. If the cutting tool beats the difference between its cutting ability and the Strength of the material. Because cutting is such a slow process it can be treated like a research turn activity. the referee elects to roll the dice only after 35 turns of cutting have passed: the cutting tool inflicts 6 Wounds against the material’s Strength of 6 and would cut through the door after this time if the referee rolls the dice and beats a difference of 0. would usually be able to progress at 10 centimetres an action turn through a typical 1 centimetre thick hard metal door (difficulty 6) of a Dalek city. Species such as the Daleks and Cybermen. only the Doctor and his companion Ace are ever likely to want to use explosives: most of the times that referee characters use them. A further attempt can be made to cut through after the cause of failure has been established. reduce the difficulty by 1. the difficulty remains that of the material. in the case of a mechanical tool it has been blunted or has broken. cannot be reduced below 1. More fallible species may rush a job or just be incompetent. counting as almost certain and decreasing the difficulty by 2. Explosives inflict Wounds on objects in the same way that weapons inflict Wounds on characters. The difficulty is reduced to allow for any headway made during previous attempts: if it is the second attempt. A Dalek cutting torch. that object is destroyed. blasters that use heat or sonic energy. The cutters can opt to hurry or prolong the cutting time to respectively increase or decrease the difficulty: use the modifiers given in the Hurried Research Table. reduce the difficulty by 2. a craggy object riddled with faults or crevices would be easy to place a charge on. large charges take 1 to 8 research turns. divide the volume to be cut by 10 to get the number of action turns needed to complete the task. Small charges of explosives can be placed in one action turn.DOCTOR WHO — TIME LORD based on the difficulty of making a 10 centimetre cut through a typical metal door in a futuristic city. Instead of rolling the dice each action turn during the 35 turns needed to cut through the door. While the player characters are on the other side of a door which is slowly being cut through. And by hurrying the cutting procedure. can be used to a greater or lesser extent as cutting tools. such as those carried by Sea Devils or Ice Warriors. The difficulty of placing a charge is 5. the cutter advances 10 cubic centimetres through it. To cut a Dalekshaped hole from the base of the door along three sides would require about 350 centimetres to be cut. taking about 35 action turns. the Dalek would cut a further 10 centimetres through the door. thermic lances and mechanical cutters. calculating alien species do not permit failure and will usually work to safe cutting schedules that ensure success. Failure Daleks. Or perhaps the material has proved particularly resistant and progress has been slower than expected. Each turn the referee would roll to beat a difference of 0. EXPLOSIVES Small charges of explosives are effective both at blowing up objects and blowing up people. A totally smooth object with no defects would increase the difficulty by 2 because there is no obvious spot to put the charge — it counts as an almost impossible task on the general modifiers table. if a number of Wounds greater than twice the material’s Strength are inflicted. the uncertainty is increased about the amount of time the players have to plan or escape. the referee can simply rule whether a charge has been placed accurately and whether it does what it is supposed to do. 133 . this value is the resistance of one area of that material to explosives. Wounds 6. if it is the third attempt. Like failure on research turn tasks failure cutting through obstacles should be made a feature of the game. In the course of a TIME LORD adventure. that area is damaged. Materials resist explosives using their Strength. although the Daleks can replace their guns with cutting torches. If the Wounds inflicted by the explosives overcome a material’s resistance. In contrast. Instead of rolling each turn to determine the cutter’s progress. In addition. An explosive charge must be placed well to have maximum effect. as given in the Materials Resistance Table. but this value is used to overcome the resistance of the material. remember to remind them of their pursuer’s progress while they work out their next move. if he succeeded. however. but which need careful handling. need dedicated cutters and cannot use their blasters as cutting tools. modified according to any weak points.

allow the players to play their roles in an attempt to bring an opponent round to their way of thinking. one can Plastic explosive. Rather than use the dice to determine the outcome of arguments or oratory between player characters. In the primary zone of effect. might not be enough to blow open a Dalek. sneaks up behind the Dalek and tapes the charge to its shell. Ace decides that one can of nitro-nine. one stick Dynamite. the nitro-nine would inflict 8 Wounds.DOCTOR WHO — TIME LORD Table 11: Explosives Type of charge Cyberbomb. halving the amount of explosive reduces the Wounds inflicted by 1. especially if it takes place between two player characters. however. or go off in the wrong place and fail to destroy the object. A primary zone of 0 and a secondary zone of 1 means the explosive detonates at full effect in its area and a half effect 1 area away. The dice. HYPNOTISM AND NEGOTIATION Changing someone’s opinion by force or by persuasion is not as simply as making a straightforward dice roll to beat the difference. rounded up. are inflicted on any person or object in the secondary zone of effect. and are virtually guaranteed of blowing up the Dalek. half Wounds. The zones are the range over which an explosive has effect. full Wounds are inflicted on any object or person in that zone. She bundles four cans together with sticky tape. not go off at all. one kilogram Table 12: Explosives ranges Maximum Wounds inflicted 1–4 5–8 9–12 13–16 17–20 21–24 Primary zone (areas) 0 0 0–1 0–1 0–1 0–2 Secondary zone (areas) none 1 2 2–3 2–4 3–4 Wounds inflicted 10 10 4 6 6 7 6 All explosives have a primary zone of effect and a secondary zone of effect. given in the Explosives Ranges Table. Similarly a primary zone of 0—1 and a secondary zone of 2—3 means the explosive has full effect up to one area away from the centre of explosion and half effect from 2 to 3 areas away. If she used only two or three cans. should be used to determine the 134 . Doubling the amount of explosive increases the Wounds inflicted by 1. The four cans of nitro-nine will inflict 9 Wounds. it will go off prematurely. Wounds 7. protected by Armour 9. Whichever result is most dramatically appropriate should be used so that failure forces the players to reappraise their situation and perhaps try another route. Failure If a character fails to place a charge accurately. similarly. bundle of four sticks Gunpowder. The Wounds inflicted by explosives can be increased by increasing the explosive charge. one keg Nitro-nine. small Dalekanium bomb Dynamite.

hypnotism and the like. for example. 135 . Indomitable Will and Independent Spirit increase a character’s ability to argue or resist domination or persuasion. And if both fail. The modifiers should also be used for hypnotism: someone who is set against the Master’s will is more able to resist him.talking. no change results: either character should offer something fresh for negotiations to continue. Similarly. They should also be used to determine the outcome of any attempt at hypnotism. There is a subtle distinction between Awareness and Determination in negotiations. to convince a conservative businessman of the merits of communism. each should adjust his argument towards the other’s. Arguments are not always one-way attempts to change someone’s views: the other person may respond with counter arguments. after the Master initially succeeded in hypnotizing her managed to resist further attempts. Awareness is the skill of persuasion by oratory and clever negotiation. adjusting a character’s resistance according to whether he is opposed to or largely in accord with the arguments used against him. Determination is the imposition of ideas by force of will. If both characters succeed. Special abilities such as Bargaining. however. Any attempt at negotiation or hypnotism should take into account the general difficulty modifiers. Further attempts may reduce the difficulty or end up with one person’s viewpoint clearly established as the right course of action. Determination is used to resist orders. in which case both roll the dice to determine whether they succeed in adjusting the other’s viewpoint. Anyone with fixed views. the other should adjust his opinion or is convinced of the merits of the argument. It would be difficult.DOCTOR WHO — TIME LORD outcome of oratory and arguments which involve referee characters. Jo Grant. although he might agree for convenience to follow some of its tenets. is unlikely to have them radically changed by argument. Awareness is used to resist persuasion and smooth. If only one succeeds. for example.

The Claws of Axos. there are plenty to be adapted from DOCTOR WHO novelizations or even unrelated films and books on subjects as diverse as science fiction and Shakespeare. (Spearhead from Space.) Beauty and the beast Foul is fair and fair is foul — the Doctor must determine whether things are as they seem. (Time and the Rani. comedy. (The Green Death. the motives of some of the characters.) Environmental action Negligence of the environment through careless disposal of chemicals creates man’s nemesis.) Archenemy One of the Doctor’s enemies. Destruction of the planet. In italics after each of the themes that follows are examples of stories that use the theme: by referring to the novelization or programme you can see how the idea was used. (The Daemons. Logopolis. blobby green creatures from the near side of beyond infinity terrorize Earth. if you cannot think of one. Many themes recur throughout DOCTOR WHO. The less you write. The Mutants. and even add or remove scenes. Plots adapted from books or films have a disadvantage in that one or more of the players may recognize the initial source and be wise to the outcome. The Time Warrior.) 136 . the adventure at the end of this part of TIME LORD. but not change the course of history as they know it. yet most times they are reworked with new aliens or settings to make them unique. thrillers and historical drama: all these styles and more can be used as the basis for adventures. (Delta and the Bannermen. The Doctor must live by his wits to survive and to find out the source of the irregularity. A stock source of UNIT stories. For this reason it is best never to follow an existing story too closely: change the plot devices. The Crusade. (The Meddling Monk.) Chase Either the Doctor or someone he encounters is pursued by a deadly enemy who seeks to capture or kill his foe.) A world gone mad Reality is overturned and nothing is as it seems. when they are doing it and why they are doing it. is up to no good and has laid a trap for the Doctor to stumble into. Planet of Evil. many situations can be improvised.DOCTOR WHO — TIME LORD HOW TO INVENT ADVENTURES Once you have played The Curse of the Cyclops. typically the Master or the Rani. DOCTOR WHO is a universe where space opera mingles with horror. some of which may continue well into the next adventure or provide the springboard for it. The Edge of Destruction.) Historic adventure The Doctor and companions take part in historic events knowing that they can observe and advise. bringing technological advances many centuries earlier than they would have ordinarily have been discovered. The Chase. (The Reign of Terror. forces from the dawn of time are released or unleashed by innocents or the Doctor’s enemies. Even combine elements of plots so that one or more plots run alongside the main story line. Or the archenemy is manipulating the resources of a planet or its people to gain power. the more flexible the adventure can be. time travellers attempt to alter history for the better. This is not as daunting as it may sound: an involving and interesting TIME LORD adventure needs only the rudiments of an exciting plot. As long as you know who is doing what.) Altering history Whether as a malicious action or prank. (The Mind Robber. Your own imagination is by far the best source of a plot because the story line will be unique. The Curse of Fenric.) Ancient powers Accidentally or deliberately. RECURRENT THEMES Alien menace Tentacled. galaxy or universe will result if they are not contained. A rough idea of the plot can be sufficient to run a game. you will need to create your own adventures. and the more able it is to adjust to the players’ approach and desires. (Galaxy Four.

racism and bureaucracy among other subjects. intelligent species invade a planet to colonize it or to strip it of its resources.) Recurrent themes can form some or all of an adventure.) Technology gone wrong Advanced computers or robots begin to think for themselves and decide man is dispensable. the Doctor must fight a battle of wits to evade the wrath of everyone. (Day of the Daleks.) Rightful rulers Species dispossessed of their rightful planet seek to regain it. The Key to Time.) Things from another dimension Also known as things that man was not meant to know yet have none the less deigned to knock on the doors of human knowledge.) Traitor A seemingly dependable ally is in fact working for the enemy and reveals himself as a traitor by turning a weapon on the Doctor just as the Time Lord appears to have triumphed. 137 . to which details of people. Morals can be built in as well to deliver a message: DOCTOR WHO stories have attacked environmental negligence.) Quest Parts of an artefact are scattered across a planet or solar system and must be reunited to forestall an enemy or prevent a catastrophe. The Face of Evil. (Frontios. Earthshock. they dominate species and seek to take over their worlds. these are creatures that have crossed or been brought across the dimensional barriers of the universe. (The Abominable Snowmen. (The Dalek Invasion of Earth. places. The Three Doctors. As alien intelligences or long dormant forces. The Image of the Fendahl. (The Monster of Peladon. Intrigue can be the main element of a game or provide just part of it in the form of power struggles between dominant referee characters. City of Death. The Web Planet. even at the cost of genocide. (Resurrection of the Daleks. Robot. creatures and events can be added. The Web Planet. Science becomes the work of the gods. He plays out the charade until it suits his purpose to reveal the truth — which is sometimes never! (The Curse of Peladon. inexperienced time travellers attempt to break the first and second laws of time and reverse history. (Inferno.) Survival A species or race reduced to its last numbers fights desperately for survival in a hostile environment.) Temporal paradox Companions and the Doctors meet themselves. Roles are reversed and what may happen in one universe may or may not happen in its parallel one. (The Keys of Marinus. (The War Machines. (The Silurians. whether through mistaken ideals or contempt for lesser mortals. They must be stopped before mankind is destroyed or forever enslaved. They help to provide the bones of a TIME LORD adventure. Planet of Fire. big business. (The Pyramids of Mars. The Robots of Death.) Mad scientists Morally superior scientists attempt to dominate humanity or create a better world. the Doctor and his companions must choose who is right and who deserves help.) Whom gods destroy Once powerful beings try to escape imprisonment and restore themselves to true power and recognition in the eyes of their former equals.) Invasion Calculating. The Invasion. Dragonfire.) Mistaken identity The Doctor arrives on a planet and is mistaken for an ambassador or a spy.DOCTOR WHO — TIME LORD Intrigue Caught in a struggle for power between two or more factions. And if no one faction is better than the other. (Invasion of the Dinosaurs. The Romans. is shunned or is enshrined as law or procedure. several can be used at once to great effect.) Parallel universe Everything is the seemingly the same as the characters’ universe but is somehow different.

usually after the Doctor has intervened. It is also a good idea to include a few double agents or traitors. and then theoretically outlining the progress of the adventure. Time lines can cover periods of a few action turns. so the odds of the characters going their own ways grows. environmental domes or within a small geographic area — one of the earliest DOCTOR WHO stories. Daleks planning the invasion of a planet will have spent weeks organizing their attack. The number of research turns he has to do this is limited by the time line. Before play you should draw sketch maps of key locations. many villains work to a definite schedule in the execution of their plans. bypassing any difficulties and choosing different course of action where necessary. Roughly draw a network of areas over each location so that each one can be laid out quickly when the characters reach it and action has to take place. you need to decide which of the aliens or villains is responsible — it may even be more than one working in an uneasy alliance. the bridge. Early adventures should take place in the confines of spaceships. the characters run through a maze of similar-looking corridors or passageways. the Doctor would need to prevent the bomb exploding by taking appropriate action beforehand. hold and cells of spaceships. Now is also the time to work out the factions involved: you need to have a clear idea of who is against who as well as who might be persuaded to team up with one faction to overcome another. if there is a chase. not complicate it! TIME LINES Along with a plot. It takes experience to handle several small groups of players while keeping each one occupied. Similarly. Autons and the like. Cybermen. in this case a shopping centre. starting from the villain’s first moves. restricted the action to the control room and sick bay of the TARDIS. As the number of factions and areas to explore increase. A referee should aim to simplify his bookkeeping. The Edge of Destruction. it is easiest to keep adventures on a small scale. the detonation time would be a point on that time line. even surviving in time to say goodbye when the Doctor leaves. Similarly. Most of the time strong villains will have one or two efficient. the Doctor’s weak allies frequently tend to die from the blaster fire of Daleks. Think of the limits of a DOCTOR WHO television set before sitting down to draw any maps. As you become more familiar with the way adventures work.DOCTOR WHO — TIME LORD VILLAINS AND FRIENDS Once you have decided the rough nature of an adventure. It can be worth drawing objects on the square notelets used to form areas to save time in play. right down to the timing of the first landing and the arrival of the main force. SCOPE Until you have a strong grasp of TIME LORD’s mechanics and have run a few basic adventures. and even the TARDIS control room. Also make a note of potential friends and neutrals. They will work to their schedule. MAPS AND DRAWINGS Even a scrappy map or drawing can help players envisage a location or object more clearly than a spoken description. You might like to draw the entire plan of a spaceship. and restricts what the characters can do. such as buildings. laboratories. through to the arrival of the Doctor. castle or scientific complex just for reference. several hours. detailing them by writing down their names and appropriate abilities and notes on personality. days or even weeks. but so little of it will actually be used in play. In effect they are a countdown to action: if nothing happens to prevent it. the scope of adventures can be broadened. A time line is simply a schedule of events. and so on until the villain succeeds or is thwarted. If the Cybermen had placed a bomb deep within the core of a planet with a set detonation time. deadly henchmen and hordes of inefficient extras with low abilities and a tendency to die at the hands of the Doctor’s capable allies. Super-detailed plans of location are not essential. From simple adventures over a limited area. they can become complicated political intrigues with much travelling between locations in the TARDIS or more primitive means of transport. it is possible to avoid drawing too many maps. some TIME LORD adventures need to have time lines worked out in advance. the next event on the time line takes place. 138 . and limits the number of antagonists. By noting and detailing the key locations and assigning difficulties (against Awareness) for travelling along any links without getting lost. The set has only a few key locations in which all the action takes place. The Doctor also has a few referee characters who accompany and help him. with the aim of both leaking information and throwing suspicion on the Doctor or his companions. The Templar Throne deliberately restricts the action to a limited area. Limiting the area over which play can take place makes it easier to prepare maps and details of places.

should be flexible. Time lines. When assembling all the elements of an adventure. But to do so is a mistake. are there to make TIME LORD an enjoyable experience for yourself and your players. too. then do it. there should be a way of overcoming the menace if the Doctor fails to build one or if the player believes there is a better solution. Players are unpredictable and will come up with all sorts of solutions the referee could never have envisaged while inventing an adventure. You. but potentially devastating events can be adjusted so that players have a chance to do something about them if they’ve been particularly slow or roundabout in their approach to the scenario. While an adventure should include tasks that make use of certain characters’ special abilities. as referee. it should not depend on a character succeeding. 139 .DOCTOR WHO — TIME LORD PUTTING IT ALL TOGETHER It is very tempting to take all the elements of an adventure and predetermine the parts the player characters are going to play. it is important to build in flexibility. and that means being able to improvise. If that means bending your rules or those of the game. They will spot inconsistencies in the plot. steamrolling their way through shallow artifices. And they will resent being channelled along the way the referee has prepared for them. If the referee has envisaged that the Doctor should build a MacGuffin to defeat an alien intelligence. Minor events can go ahead regardless.

the actions of the characters decide what happens next. could conceivably tackle the adventure. takes 2 research turns to reach temple. Friends and Felons details the referee characters that will help or confront the player characters. or by allowing players to create their own characters. It is set after The Chase. Think of each scene as an important part of a set in a typical Doctor Who story: the actions and decisions of the players decide when to switch to the next scene. There is no fixed time line to regulate when events occur in this adventure. Takes 2 research turns to travel along SCENE 3: THE VILLAGE SCENE 6: THE CHASE Jungle terrain difficulty is 2. Steven and Vicki. for it to take place further along the Doctor’s time line. Encounters are broken into scenes that may or may not take place. but difficulty 5 v Awareness to keep on path. Scenes. the Daleks have plundered the universe for the tiniest trace of taranium in order to set a trap for their enemy. Easy to follow SCENE 5: MINES SCENE 4: TEMPLE JUNGLE Terrain difficulty 2 Takes 4 research turns to reach temple 140 .DOCTOR WHO — TIME LORD CURSE OF THE CYCLOPS Curse of the Cyclops is a short adventure that players should be able to complete in one or two evenings. It is possible. 20 area chase in action turn time JUNGLE PATH Terrain difficulty 1 Takes 3 research turns to reach mines. and involves the First Doctor. broken into areas. Additional companions can be provided by using Alison from the appendices. for example. and Friends and Felons . however. REFEREE’S NOTES Curse of the Cyclops is a free-form adventure that partly depends on the skill of the referee to improvise. To a large extent. the seventh Doctor and Ace. if the referee can imagine how the villains of the piece will be furthering their plans while the player characters execute theirs. By complicated analysis of the chronons in time-sensitized taranium. there are no background scenes to fill in details for the viewers: the players know only what their characters experience. Do not read any further if you are to take on the role of the Doctor or a companion: the information that follows is for the referee only. Story line Frustrated by the Doctor’s meddling in their plans. the links and route the players take to each scene are not fixed. Scenes describes the main encounters that are likely. Curse of the Cyclops Map 1: Schematic View of Scene Links SCENE 1: BEACH & TARDIS SCENE 2: BEACH SURROUNDINGS CLIFF Terrain difficulty 2 per area SCENE 2F: JUNGLE PATH Terrain difficulty 1. Unlike a TV adventure. as well as a schematic diagram showing how each encounter area is linked with indications of terrain — an actual map of the island is unnecessary. however. The first provides detailed maps of locations. It helps. The adventure is broken into three sections: Maps.

The TARDIS. just inviting a weary traveller to take a dip. and works out how to ruin their plans. the Doctor and crew enter the temple. the water lies still and blue. but quickly disperse. and are willing to obey them. Wisps of smoke rise from the panels. however. waves break over a reef some 100 metres away. and the ship crash landed. The regressive colonists regard the Daleks as messengers from the gods. or he arranges for it to take off and explode safely out of the way of the planet Hellas. leaving it to drown when the tide comes in. one character. When the Doctor and his companions arrive and begin to explore their surroundings. pursued by surviving Daleks. especially if the Doctor or a companion fans them away. the central console emits a loud and nerve-shattering bang. not a route along which the players should be channelled. In the meantime the Daleks are waiting for the moment that the Doctor arrives. If that doesn’t give them cause to worry. the Doctor can deduce that a thermal cutout has switched in and 141 . nothing will! SCENE 1: ARRIVAL The tranquil peace of an island paradise is shattered as the TARDIS materializes on a beach of brilliant white sand. Each map for a scene is divided into areas if it is expected that detailed action needs to be resolved during a scene. Behind the time ship rises a steep but craggy cliff over which vines and creepers climb. or by posing as miners carrying the offerings. killing the prime science Dalek that would be able to effect repairs. Either by hiding in the next offering of taranium ore. MAPS Map 1: schematic view of links between scenes. at the same time the Doctor and the remaining companions discover the dead body of Hynossos and are captured by an Athenosian patrol and taken to the village for judgment to be passed. Examining the circuits in the control console. Either he fixes the Daleks’ time engines and sets the craft in motion in a time loop. Inside the TARDIS. Baskets of the phosphorescent ore are delivered to the Dalek craft. The schematic map is deliberately vague: the characters are unlikely to map their progress through the jungle — captives are not going to be able to do so — and to an extent it isn’t important. takes off ready for the next adventure. In the meantime. finally repaired. through the settlers’ transition to ‘new Greeks’. refined by the Daleks. Map 5: the Dalek capsule. where they are briefly recognized and captured by the Daleks. remind them that the Doctor has an ‘infallible sense of direction’ as far as locating the TARDIS is concerned. and the extracted taranium stored ready for use when the capsule’s time engines are repaired. towards the TARDIS. The taranium was then exhausted to send a small Dalek time capsule and a suicide force to this location to set a trap to capture and eradicate the Time Lord. although this should be regarded as only a guideline. now disguised as a Grecian temple. Expected outcome The plot will probably unfold one way. Map 4: the temple. deduces that the Daleks are extracting taranium. the Doctor explores the small craft. Map 2: the beach. Escaping through the observation hatch in the top of the craft. The Dalek capsule. Map 6: the chase. If the characters voice doubts. will encounter Hykronos. the sea laps against the chalk-like rock.DOCTOR WHO — TIME LORD Dalek scientists have been able to predict a future time-space location of the Doctor: the island of Athenos on the planet Hellas. probably Steven. around which the Doctor and his companions are grouped. on the beach side of the reef. the Daleks have been taken for Servitors of the Cyclops — a creature that has survived in legend from the earliest Earth colonists. Most of the Daleks meet their doom falling over a cliff to their destruction. the Doctor heads through the jungle. confident that the Athenosians will bring any news of strangers to the high priest. arrived on Athenos some 50 years too early. At the foot of the cliff is a dense green carpet of plants that in one direction rises quickly into jungle at the back of the beach. A junior technician Dalek is currently doing all it can to get the capsule fully working. Left with only the Red Dalek to defeat. All this is apparent on the TARDIS’s scanner. Out to sea. Fleeing into the capsule and sealing the Daleks out of their own ship. Hellas has one bonus: it is a source of a taranium complex ore that the Daleks now demand as tribute from the Athenosians. who will then ‘commune with the gods’ to relay the information. in the other direction. The Doctor should realize he is facing the Daleks. the Doctor waits long enough on the beach to lure the evil creature into quicksand: the fluoronic acid painfully incapacitates the creature. Hykronos waits for the right moment to release the time travellers. Map 3: the village prison. at least so the Daleks can report to the Emperor Dalek on Skaro. and explains why Hynossos is dead.

Allow players to send their characters in different directions. out of the TARDIS. there is a chance each research turn. even if it causes a small administrative headache. Hykronos. 1A: Wait and sea If the players aren’t willing to get the adventure moving. they can even elect to go for a swim or sunbathe! 2A: In too deep The TARDIS will be able to furnish any companion with swimming costumes. divide your time equally between them to avoid players becoming bored. The dilute fluoronic acid counts as a slow poison. Doctors who are prepared to (not the first or second incarnations!) use the TARDIS computer and apply data from sensors can extract this information (difficulty 7. After an hour or so (four research turns) it is difficulty 7 against Awareness to notice on the monitor that something is different: the sea is much closer and the tide is quickly coming in. such as Steven. to recall its political status is difficulty 9. for example. lay out some telephone notelets or beer mats to represent the areas in Map 2 (don’t point out the quicksand!). (If you put players in separate rooms to deal with their characters’ explorations separately. although the Doctor may feel safe. The Doctor and his companions have two choices: they can sit in the TARDIS and wait (1A). if the companions are determined to stay in the TARDIS. SCENE 2: ON THE BEACH The real world lives up to the scanner’s depiction of a tropical paradise. it is difficulty 10 against Knowledge to extract a minor but useful piece of information: that the sea is a weak fluoronic acid that can penetrate and attack organic materials at a molecular level. It is clear the TARDIS is going to be engulfed by the sea. the only way is to take it to them.DOCTOR WHO — TIME LORD that all he needs to do is wait for a few hours everything’s cooled down a bit (difficulty 6 against Knowledge. if the Doctor can beat a difficulty of 5 with his Awareness. Attacks continue even if the character leaves the water. This encounter is not intended seriously to injure any character: it is a clue. They should get the hint and leave! Any character who takes a shower immediately nullifies the effect of the fluoronic acid. with an attack frequency of 5 action turns. philosophic life of Ancient Greece.) If players find it difficult to envisage their immediate surroundings. During this time. The Doctor may recall which planet he is on (difficulty 8 against Knowledge). however. after 10 turns it is 2 and so on to its maximum of 5). unwittingly delivering the Doctor into the hands of his enemies. cannot easily be lured from the jungle — he’s had his fill of messengers from the gods for a day — but may well lure a hotheaded companion. up to a maximum of 5 turns later. or go out and investigate the apparent paradise outside (Scene 2). After 5 turns’ immersion tell them that it irritates. It is difficulty 5 against Awareness to see the figure — who is the slightly curious Hykronos. At the end of every 5 turns immersion. Electronics is applicable). starting with the first one after the TARDIS arrives.. Whichever method is used. Rivalry between kingdoms is intense and it would take a planetary catastrophe for them to unite. are generally peaceful.. there are no hazards to swimming bar the water itself. one of many islands that make up the land mass of the largely oceanic planet of Hellas. Its inhabitants are regressive Earth colonists who once abandoned technology for the simpler. although the slightly alien sounds of the island’s birds and the rasping susurrus of insects makes it seem rather unearthly. the cliff or the jungle. each island or kingdom of islands is analogous to an independent Greek state. roll to overcome a swimming character’s Strength with the Strength of the poison (after 5 turns it is 1. Companions can explore the beach. The TARDIS is immune to the effects of fluoronic acid. The difficulty of noticing this reduces by one for each research turn that passes. if the scanner is on. 142 . The beach shelves gently towards the reef. after 10 turns that it hurts. however. and has a corrupted Greek name (other kingdoms. Spartia and so on). diving masks. He will then know he has landed far in the future along his time stream. he can even rustle up some scuba gear or breathing apparatus for no more than two people. nervous companions might panic him into leaving the TARDIS. Keen Sight is applicable) will see the Doctor is looking at a soot-coated circuit that has undoubtedly seen better days. Strength 5. could be Thebos. catching a glimpse of a human face. or snorkels. that a companion may notice movement in the jungle. The people. Computing is applicable). The Doctor and his companions should be encouraged to explore their surroundings. The TARDIS has landed on Athenos. As a last resort. Any companion who catches sight of what the Doctor is looking at (difficulty 4 against Awareness. Tell any character who enters the water that it feels surprisingly tingly against the skin. the villagers will in due time troop down to the beach and drag the TARDIS on rollers to the temple.

During the fight. or nears its edges. Difficulty 1 Quicksand. If the rest of the TARDIS crew appear. On bending to examine the body closer. Hykronos will typically move an area away each time and still attack. using Awareness to beat the difficulty presented by Hykronos’s Stealth (Control 4 plus Stealth 1 equals difficulty 5). Characters trapped in quicksand will be attacked by fluoronic acid in the same way as bathers (2A). 2D: Body language Whoever enters the jungle first. If he loses the fight. he will recover in time to alert the companion to the approach of the villagers. there will be chance to talk and convince him that the TARDIS crew are friendly. leaving them to be found and captured by the village patrol. difficulty 10 against Knowledge. will see (difficulty 3 against Awareness) the body of a man spreadeagled in the undergrowth: it is Hynossos. the character will be attacked by Hykronos. in fact he 143 . can be won over. The main aim of this encounter is to introduce a possible ally who. Difficulty 2 Dry Sand. the action should move away from the body. Difficulty 3 Sea. The player gets a chance to notice Hykronos’s approach. which the character must beat to escape using his Move. This the Doctor will know or find out from the TARDIS database or his memory. simply needs winning over: if he wins the fight. difficulty 5 against Medicine (automatic success) that although the native appears to have been killed by a fall. For each action turn in which the character tries to escape. Difficulty 2 Wet Sand. Hykronos will run for it. the difficulty increases by 1. is only a mildly corrosive acid: its main features is that its molecules are small enough to penetrate skin pores and debond many inorganic substances. who sees his chance to avenge his brother’s death. urging him into hiding. although initially hostile. Difficulty 2 Body of Hynossos TARDIS 2B: Shore things Characters who explore the bay have a chance of stumbling into quicksand in the areas marked in Map 2. 2E: Body unbeautiful If all the TARDIS crew stumble across the body. Hykronos. He will find. however. if the character doesn’t try to escape. It is difficulty 6 against Awareness to notice the quicksand (characters in distant areas increase this difficulty by the range to the quicksand). 2C: Science lesson Fluoronic acid. he will drag the companion’s body deeper into the jungle. in the dilution present in the sea. Quicksand counts as difficulty 3 terrain on the first action turn. where. once in the same area it is difficulty 6 against Control to avoid it. however. the difficulty remains constant. the Doctor should really investigate it. even at the risk of tackling a messenger from the gods.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 2: The Beach KEY CLIFFS Jungle. who has clearly fallen to his death from the top of the cliff. when the companion recovers. He should be kept as a free agent in the event of the companions’ capture.

The players may choose to put up a fight. with spear and knife Indoor area Outdoor area Sturdy door Walls Barred window 144 . Obvious weapons will be taken away from the captives. Captain Kelsyx explains he is off talk to the High Priest of the Cyclops god. have no weapons. This is to allow Hykronos and any free companion to prove themselves: disguised as a native a companion and Hykronos can dummy the guards. and forced to carry the body of Hynossos. ‘Murderers! Seize them. a trail leads up through the trees to a sand-coloured temple on top of a hill. A spring bubbles into a stone trough in the central square. and rescue the Doctor and his friends. Captured companions will be led through the jungle to the village. On the far side of the village. If this immediately brings to mind the Daleks. but a moderately well furnished. he will nobble the back guard and free a companion if no player character is already free. which is hastily barred from the outside. one-roomed house. Showing abnormal intelligence for guards in a Doctor Who adventure. Curse of the Cyclops Map 3: Prison KEY Guard. they will probably be too absorbed to notice that they have been surrounded by about a dozen hostile natives bearing spears and bows. but they are outnumbered three or four to one. another stands by the door. 2F: Caught out While the crew examines the body. don’t resolve any further attacks against him: simply have the natives bind him. If no companion has met Hykronos or is a free agent. biff them with a blunt object. Photographic Memory helps). If a companion is KO’d. then that is his fate — it is almost certainly the fate the Servitors will decree. The gods will decide the player characters’ innocence or guilt. If Hykronos gets the chance. the officer will be unswayed by the companions’ claims of innocence: there is only one way the truth can be found out — by consulting the Servitors of Cyclops at the temple. and marches off in the direction of the temple. Despite protestations of innocence. crowd companions and attack them with blunt weapons from all sides to knock them out. which is obviously not a prison.DOCTOR WHO — TIME LORD died before he hit the ground: the native’s chest feels like jelly — the result of a high energy weapon. The captives are led to one of the buildings.’ cries the officer in charge. by all means allow one to run from the natives — to be met and captured or hidden by Hykronos. the two in charge of the prisoners will not be fooled by clever ploys from their charges: if one of the companions is ‘dying’. It is extremely hard to memorize the route through the jungle (difficulty 8 against Knowledge. with squat. there is certainly no harm jumping to such a conclusion. white-washed one-storey buildings scattered around a central square. and hardly a match for their captors. and the overflow of water seeps into the ground. SCENE 3: IN THE VILLAGE Athenosia resembles a picture-postcard village. If struggle ensues. A guard is placed at the rear window.

there can be found samples of the complex taranium ore mined by the villagers (see Scene 7) as well as a metal knife made of Dalekanium — a gift from the gods for the villagers. Or you could play the adventure this way and allow Hykronos to enter at a vital moment and knock out a guard from behind. It is difficulty 6 against knowledge to remember seeing this type of structure before: that of a Dalek time ship. Evidently they are craftsmen. SCENE 4: THE TEMPLE To all intents and purposes. failure will alert someone to the intruders’ presence and the alarm will be raised. but happy people who take pleasure in the gifts of the sea and the land. 145 . and that they need some material from the mines (Scene 7). and left for the gods to claim. pointing out the largest house as being slightly ornamented and obviously the most important of all the buildings. the gods sometimes leave gift of metal objects. difficulty 3 against Control (Stealth helps). Hykronos can explain more about the Servitors. If the characters are free to explore. there are few villagers about. as most are at work in the mines. they can discover that the temple vibrates slightly. The baskets are easily big enough for a man to hide in. 3B: Help.. Make the companions roll once each research turn they are in the village to determine whether they are noticed. Investigating the village raises the difficulty of sneaking about to 5. that their base is at the temple (Scene 4). leaving the Doctor in no doubt that the Daleks are at work. It is difficulty 5 against Awareness for these items to be found in a 10 action turn search of the house. Each night. 4B: We did it their way Characters that have failed to escape the Athenosians will be forcibly brought to the temple and abandoned on the steps for the high priest to emerge and pass judgment. Referee’s notes A map of the village isn’t important — handle any searching in an abstract fashion. A scuffle is bound to occur in which the guards will have no compunction about using their knives (spears aren’t practical weapons in a building) to end an escape attempt.DOCTOR WHO — TIME LORD Any objects removed from the companions can be found by the prison door. The two guards are each armed with a spear and a knife. run It is easy. but there is no widespread evidence of metal: spears and knives are made from sharpened shells. Steps lead up to a plinth. at the front of which four round columns rise to a triangular frieze. the temple looks like a simple Greek temple built out of reddish-coloured sandstone. 4A: In with the in crowd One way to get in ‘unnoticed’ is to hide in the large baskets used to deliver tributes of taranium ore to the gods. which the companions may deem necessary to take. In return. and it is quite conceivable for the characters to arrange to be hidden in the baskets and delivered into the temple. consecrated by the high priest. in which a single blank eye is painted. Only by entering buildings is there a chance of being noticed. we’re trapped! If the companions have somehow all been trapped and Hykronos has been killed. 3A: If in doubt. 4C: Of course nobody saw us. about a dozen baskets of ore are delivered to the temple. like the Dalekanium knife in the head man’s house. Scraping at external walls will reveal hard metal beneath: a stucco layer has obviously been applied over some alien object. then the guards on the prison will demonstrate usual stupidity and allow themselves to be fooled by the prisoners.. the head man’s house. Anyone snooping round the temple will be seen by Dalek security monitors: the Daleks will therefore be expecting any ‘unexpected’ visitors. 3C: Search me Investigating the village is risky: there is little to be found: the Athenosians are poor. and there is a faint hum in the air: it’s remarkably like being next to the TARDIS (difficulty 4 against Awareness when within one area’s range). The only entrance is through the columns: a tall rectangle of darkness that looks almost unwelcoming. Characters will be brought by guards into the building itself at the same time as the taranium ore. In the largest building. to sneak through the village to the jungle.

any Dalek that fires with a blocked gun is destroyed — and the first Dalek through each door should fire and be destroyed! By this time the companions can seal the doors against the Daleks (who will cut their way out of the main temple door to escape themselves). however. provided he keeps the ore next to him. will not open fire while the characters are near the taranium ore and the ore is in the ship. This Dalek is hard at work and absolutely no threat as it has a claw and sucker arrangement instead of a sucker and gun in its manipulator panel. ensure that Hykronos is the one who gets hit!) 4E: The only way is up There is only one escape route for the Doctor: into the Dalek time capsule. the Red Dalek knows the characters are there and will take a few seconds to identify the Doctor or his associates: either he will deliver a staccato ultimatum to hand over the Doctor or he will pronounce the Doctor’s death sentence. and three Daleks glide out of each one — including the Red Dalek. Two pepperpot shaped doors rise in the opposite wall. While in the time machine.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 4: Temple KEY Indoor areas Pillars Offering of taranium Main temple door. surrounding the characters. sealing the doors against his enemies. however. leaving only a short time for the Doctor and company to leave the ship by the observation chamber and clamber down the temple’s outside wall. (And if the Daleks do get the courage to shoot. The Daleks. To do so invites disaster: the phosphorescent ore could produce an unpredictable time implosion. In essence. stranding everyone present in time and space — the Daleks couldn’t even be sure they would exterminate the Doctor. of course. the door to the outside world will be shut. the deck above is the observation deck. As a defence against pursuing Daleks (one through each door).. nor would they be able to get their mined ore back to Dalek Supreme. the Doctor can sabotage it to destroy it safely and whichever Daleks are present. which has a lift to the roof (the way out). What happens next largely depends on whether the characters are captives or voluntarily in the temple. shut to trap characters Concealed doors to Dalek capsule 4D: Temple fortune Once inside then temple. There. They fan out. The characters must act quickly: the Doctor must come up with a good reason for the Daleks not killing him (by all means make the player who controls the Doctor sweat a bit!). The level the characters enter is the control deck: the deck below is the stores. The Doctor can arrange to destroy the ship by repairing the time engines and setting it to take off and explode in the time-space vortex: an explosion can be triggered by hurling the poor technician Dalek into the chute leading to the taranium refiner. any Dalek looks dangerous. If the Doctor realizes this. In the power rooms. taranium ore can be shoved into the barrels of the Daleks’ guns (difficulty 7 in hand to hand combat.. he is saved. trapping the characters inside. But from behind. 146 . they will run into the escaping Daleks and be pursued through the jungle (Scene 7: The Chase). taranium ore is being refined and stored ready for the junior technician Dalek to get the time engines working. labs and power rooms.

scanners.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 5: Dalek Time Capsule KEY A Lift service platform — runs throughout the capsule A Observation Platform Physical observation deck and escape route! A Observation Deck Monitoring equipment. Dalek lifts are panels set into the floor and are not immediately noticeable: it is difficulty 4 against Awareness to see them. at the centre of which is a lift system. Invent scenery as necessary: store rooms are uninteresting: what is important is the power plant room. 147 . the control room and the escape route through the observation deck. and difficulty 6 against Knowledge to operate them. tracers and so on Entry point from temple A Control Deck Assorted Dalek control panels Entry point from temple P S S S A R P R D R Power Plant & Stores All areas are accessible from the central core: R Ore refinery P Plant S Stores D Dalek technician 4F: The time capsule Treat the Dalek time ship as a simple cube on three levels.

DOCTOR WHO — TIME LORD The characters should feel under pressure to disable the capsule and get out in a short time. The taranium ore is very low yielding and has phosphorescent properties: it glows visibly in dim light. While doing so they can witness the Daleks in the outer area trying to cut through the external door to escape (the Daleks know they can get through this door quickly — cutting through the Dalekanium doors into the capsule proper is out of the question. say. SCENE 6: THE CHASE At some time near the end of the adventure. but would any scientist trust a glowing ore. arrive midway through chase D C L I F F 20 areas D D D D Dalek reinforcements. arrive midway through chase Area containing Daleks. each D = one Dalek Initial Dalek positions KEY Jungle area. The mines are open cast. Whether the Doctor relies on his ‘infallible sense of direction’ (difficulty 3 against Awareness) or the companions use a direction finder to pinpoint the time ship’s location (difficulty 4 against Knowledge). playing on the lack of reward for all the effort. difficulty 2 D TARDIS 148 . the Daleks should pursue the Time Lord and his companions through the jungle to the TARDIS. Curse of the Cyclops Map 6: The Chase D Dalek reinforcements. therefore they should not know that although the line they take to the TARDIS is indeed the most direct one. but the Doctor might prefer to visit them. or he might use the taranium ore to construct a MacGuffin capable of temporally displacing the Daleks. possibly with radioactive properties!? A player who tries hard enough might well persuade the miners that the Servitors are not what they seem. it ends with a drop down a cliff! This is intentional: companions that make it to the cliff edge can hide behind trees ready to push any Dalek off the edge. thereby providing a means of destroying their pursuers. 5A: Open choice The Doctor might raise the Athenosians against the Daleks. Inventive companions may use vines in quickly improvised traps in order to snare and then catapult the metallic monsters over the edge. probably after the Doctor has arranged for the Dalek craft to be destroyed. But the Athenosians are fond of their gods: only Hykronos knows of their evil and will speak against them. Be prepared to respond to the players’ ideas. It is completely harmless. to obtain materials or examine the ore that the Athenosians are extracting. Neither the companions nor the Doctor will probably have had time to find their way about the island. and basically the 40 or so workers just hack away at a cliff with tools given them by the Daleks (pick axes with carbide-tipped Dalekanium heads). SCENE 5: MAKE IT MINE The taranium mines are not a vital part of the adventure. Each day the extracted ore is delivered to the temple in the evening. start the chase about 20 areas from the TARDIS.

At this point their options are to stay and hide. The acid would seep through the grilles in the Dalek’s top part and down into the creature below. adding generous bonuses for drop kicks (+2 general modifier) or for using vines. all of them speak perfect English. lay out more notelets or draw more areas to fill in the terrain. where they have been stationed on patrol.’ Jungle counts as terrain of cumulative difficulty 2: it is difficulty 2 to move one area. In essence. one of which should be the Red Dalek. ready to push Daleks off the edge. takes 20 action turns).’ at which point their speech circuits give up in a sort of whining fade. Any Dalek that topples is destroyed on the beach below (no need to roll).DOCTOR WHO — TIME LORD 6A: Handling the chase Either draw on paper or set up nine telephone notelets or beer mats to represent the areas given in Map Six. allow some Daleks to move into the same area as each other and use group fire to make their guns more devastating. metallic looking hair and well tanned skin: they have mutated slightly from their original human stock to adapt to the environment of Hellas. SCENE 7: DEATH TO THE DALEKS Once the companions reach the TARDIS they are safe. trapping the Dalek until the tide comes in and drowns it. No Athenosian wears armour. No Dalek can fire at a companion who is climbing down the cliff — its gun cannot be pointed at such a severe angle. If they wait long enough. where the fluoronic acid in the seawater will make short work of its electronic circuits. Warriors should be treated as Ancient Worlds soldiers in the rules. and treat the Red Dalek as a Black Dalek. Action turn one now begins: ask the players what their characters are going to do. ‘Cannot move. to worry the Doctor in the chase scene. As the characters run towards the TARDIS. Daleks trapped in quicksand should emit puffs of smoke and screech. will get to the beach in time to be bogged down in quicksand. cannot mooove. They are immune to the effects of fluoronic acid. If the companions get too cocky. Dalek reinforcements should arrive. although they should deal with any surviving Daleks. Companions are able to run at Move 4.. the Daleks will all move towards the companions this turn chanting. Roughly work out 20 areas distance and place a notelet to represent the location of the TARDIS — do not tell the players there is a cliff in the way. and difficulty 6 to move three areas. They should always try to move two areas if the characters outdistance them too much. any surviving Dalek. Daleks have Move 2 and are at a considerable disadvantage because the referee must roll each turn to see whether they can move even one area! Daleks will generally alternate which of them tries to move two areas and which move only one or remain stationary and fire. then Strength against the Dalek’s Weight to force it over the edge. To force a Dalek off the edge. including the Red Dalek should be enough: use the statistics in the Time Lord rules. panic-stricken. They typically wear simple white kilts or tunics and sandals. To allow the Doctor to see the end of the Daleks. search and destroy. at the end of the action turn — in effect. ‘Search and destroy. because they cannot see that far! Use miniature figures or counters to represent the companions and the Daleks. a few others need to come in from other parts of the island. Continue the chase until the companions suddenly realize that although the TARDIS is only a few areas away. Athenosians have fair. difficulty 4 to move two areas. the first Doctor can run at only Move 3. inflicting 4 Wounds). The climb is difficulty 2 for each vertical area — characters may use either Control plus Mountaineering or their Move to make progress. The TARDIS will be fully operational — and Doctor is free to leave — once the Dalek menace has been dealt with. The companions typically see only six at any one time. Place one or two Dalek counters on each flank. Athenosians Humanoids in appearance. and the size of the Dalek capsule suggests only a small force is present. usually just the Red Dalek.. there is a drop of about 10 vertical areas to the beach. realizing the potentially incapacitating power of fluoronic acid on the living creature inside a Dalek shell. you could force a quick electronics repair on him before the TARDIS will take off (difficulty 6. and allow the players to place their characters’ tokens in any area they wish. two areas distant from the companions and one area ahead of them. FRIENDS AND FELONS Daleks The exact number of Daleks in the adventure is up to the referee. some Daleks need to escape the capsule before it is destroyed. place one Dalek token in each marked area. seeming as if to head off the companions from their goal. Eight Daleks. the Daleks have just moved into sight that turn. or to climb down the cliff using the vines. At about the halfway point. use Control against the Dalek’s Defence to hit. the Doctor and company could make water bombs and attack any surviving Daleks. Or. 149 . armed with spear and knife (both count as edged weapons. cannot moove.

as messengers from the gods. Stealth 1 Size: 3 Weight: 4 Move: 3. Hynossos stumbled on leaving the temple. Unfortunately. The two were chased through the jungle: Hykronos made it to the cliff and clambered down. He will initially regard the TARDIS crew as enemies. and willing to contribute to any of the companions’ plans. Swimming 1 Knowledge: 4. but murder of their own kind is one of the few things that will provoke hostility. High Priest The high priest is an Athenosian under Dalek mind control. the two ran to reveal their secrets to the village. more than capable of dealing with the Servitors. his brother was hit by Dalek fire just as he made the edge. he will know they are people he can trust — and. as he is quite competent himself. If he is beaten in hand to hand combat by a companion. the two Athenosians crept into the temple the night before the TARDIS arrived and hid among the baskets of ore. Running 1. Hykronos Strength: 4 Control: 4. Hykronos is naturally sceptical about any messenger from the gods. Wilderness Lore 1 Determination: 3 Awareness: 3 Daring with his brother Hynossos to look upon the secret rites of the Servitors. but if he hears them talking or theorizing about the Daleks. and thereby learning that the gods were mere creatures. He has no real role in the adventure. He will be present with the ore when the companions are delivered to the temple. First Aid 1. 150 . He speaks the will of the Daleks and calls on the wrath of the Cyclops to strike down those who might deny their godly status. They are hard to incite to violence. alerting the Daleks to the brothers’ presence. but is a figure that the villagers respect.DOCTOR WHO — TIME LORD Athenosians try to live a Greek ideal of philosophising and peaceful coexistence. bright. hunting for the village as a living. Overhearing the Daleks talking of their contempt for the natives. but be dismissed by his overlords to prevent him from getting in the way. he will have great respect. He is resourceful.


Awareness Anyone with a sight.DOCTOR WHO — TIME LORD APPENDIX 1: CREATING COMPANIONS The easiest role for anyone to play in any role-playing game is himself. a university background counts as Knowledge 5. female characters will usually be Size 4. Control 4. Strength Give the player an arm-wrestling match after first rating your Strength (2 for puny. or players with strong oratory abilities should be given Awareness 4. Control Most players will have Control 3. and should be modified according to a player’s extremes. Having someone playing himself as a character. You. the player needs to be more stubborn than the average mule. particularly nervous people or anyone who cannot kick an addictive habit such as smoking for more than a day should be given Determination 2. a player who is easily beaten has a Strength of 2 less than the referee’s. the player should write a one-hundred word to two-hundred word resume of his background. One point extra in an ability represents a considerable increase in skill and may unreasonably raise a character’s abilities above those of other. say three times a week. it is possible to do so in TIME LORD. decide the actual values. In a way it is more challenging and interesting to get players to generate themselves as characters and have each of them play someone else. You. If he easily beats you. smell or hearing impairment or who communicates awkwardly should be given Awareness 2. the player’s character has a Strength of 1 less than the referee’s. the referee. Determination Most players will have Determination 3. if he beats you after a struggle. An average person has Awareness 3. should get Determination 4. Well-travelled. Weight Lightly built men. To get Determination 5. technically more competent people in the game world. and with a little help from you. the referee. There is an advanced character creation system in Appendix 4 (page 159). women or youths should have Weight 3. If the referee beats the player after a struggle. It should not break out into a war of words about a character’s abilities. education to age 16 counts as Knowledge 3. Move All human characters have Move 3 and the special ability of Running 1. Anyone with a job that requires conspicuous bravery. however. An evenly matched referee and player have the same Strength. have the last word in any dispute because you need to balance player characters’ abilities with those of referee characters. applying any tests that are appropriate to determine the character’s abilities. Use the difficulty tables in Part Five along with the following guidelines to determine the common abilities of a player as a character. his Strength is 1 higher than yours. Knowledge Knowledge can be gauged by the education a player has received. but notable cowards. 3 for average. can be unsettling both for the player and his friends. a thickset build coupled with great height deserves Weight 5. 152 . who may suddenly learn more about that person than he might ordinarily reveal. Give any player who regular exercises or plays sports. the referee. such as a fireman or a soldier in a bomb disposal squad. This background will help you decide the appropriate level of his abilities in terms of the TIME LORD game. an averagely built person should have Weight 4. Size Male characters will usually be Size 3. 4 for muscular and 5 for body-builder). Creating a character is an open-ended procedure that requires the co-operation of the referee and the player concerned. Exceptionally observant players. Size reflects both bulk and height. sixth form counts as Knowledge 4. worldwise players without formal education should have Knowledge that reflects their experience. detailing education and possible special abilities arising from sports and pastimes. Education to primary school level counts as Knowledge 2. First. It might explain how the character comes to find himself in the TARDIS. his Strength is 2 higher. Track and field athletes should be given Control 5.

Remember that player characters are ordinary people: they are not superhuman. gives her the Control-related ability of Dancing 1. Tone down values that seem excessive. most people will need only 1 point. Alison’s player decides she wishes to enhance her strong will with the one point the referee allots her. Awareness 3. skills appropriate to his background and training. Determination 4. Ordinary people are unlikely to have many of the quirky abilities such as Cheat Death. If the player has five times this amount of training or experience. she stumbled into the TARDIS while mistaking it for a part of the set for a promotional video. She has no equipment — her stage costume was not designed to be practical! Author’s note for the curious When Time Lord was originally written. picking Sense of Balance 2. The equipment they have will be whatever they are carrying in their pockets when the character is generated. Her own ideas of alien lifeforms are probably weirder than the real creatures and the universe holds few terrors for her. sampler and computer. Wearing purple and silver futuristic stage clothes. A player should justify any particularly odd special ability that he wants. ALISON — A SAMPLE CHARACTER Alison is a 20-year-old singer and dancer from 1991 London who is on the verge of breaking into the music industry with a unique blend of rap and bubblegum pop. She also gains the Strength-related ability of Cheat Death 2 and the Move-related ability of Running 1. Where is that baby now? 153 . Her career. decides the quality of her voice is such that she deserves Singing 2. for example. based on three years’ composing and singing. shoulder-length black hair. A character. Knowledge 3. however. She has an attractive. or Iron Constitution 1 with Con 1. Weight 3. Go through the list of abilities provided in Part 3 and decide whether any are appropriate to the player’s written background. dark brown eyes and straight. picking the special ability of Independent Spirit 1. rapstrix Betty Boo had a quirky video to her song Where Are You Baby? from which all the notes concerning Alison gain their inspiration. Size 4. Any special ability which meets these minimum requirements can be assigned a value of 1. assign the special ability a value of 2. to her. The referee may give each character up to two points to be assigned to unique special abilities: a player might choose to assign the points to one or two special abilities. a Strength 3 or Strength 2 character should have Cheat Death 2. adventuring in the TARDIS is fun. round face. should be given Cheat Death if his Strength is less than 5: a Strength 4 character should have Cheat Death 1. The referee. The referee gives her the following common abilities: Strength 3. the Knowledge-related abilities of Computing 1 and Electronics 1 and the Awareness-related abilities of Musicianship (keyboards) 1 and Singing 1. however. Iron Constitution. Keen Sight and Bench-thumping. Her hordes of admirers warrant the ability of Striking Appearance 2. She is determined to control her own music and image and has learned how to use complicated electronic recording and mixing equipment.DOCTOR WHO — TIME LORD SPECIAL ABILITIES A character is made unique by his special abilities. Control 4. Only characters with very few special abilities should be given 2 points. much of her work is composed at home using a keyboard. Move 3. but give each character some speciality that will prove useful on his travels with the Doctor. Ignore any ability for which the player has received less than a month’s full training or for which he has less than three years’ on-the-job experience.

A character who has taken 3 Shock in effect has taken 3 short-term Wounds as far as recovery goes. His character is assumed to be pulling his blows to avoid permanently harming his opponent. A character heals Shock at a rate equal to his Strength for every research turn of rest or inactivity. BLASTERS AND SHOCK Blasters become far more flexible and potent weapons with Shock damage. such attacks inflict Shock equal to the number of Wounds the weapon would ordinarily make. may be applied once to Shock and once to Wounds. No one will know. however. however. Blasters that are found by player characters must first be understood to change the settings. A Dalek gun usually inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. It is highly recommended that these rules be used because they reduce the severity of Wounds inflicted on characters and so prolong characters’ lives. First Aid. In safe combat. In the Wounds boxes on the character sheet. a player should state at which level the blaster is set and whether it is set to kill or stun. All are in keeping with technology in the DOCTOR WHO universe. otherwise such weapons by default are set to maximum Wounds. could instead inflict 3 Shock. any excess cannot be used to treat the other type of injury. for example. Healing Shock damage heals far faster than Wounds. Shock injuries make it difficult for a character to regain consciousness. Referees who wish to use a combat system that allows characters to be knocked out but not wounded by blows from fists and blunt weapons should use the rules for safe combat. Instead of inflicting Wounds. seriously wounded or dead depends only on the number of Wounds he has taken. Shock. but heal faster than Wounds. Safe combat creates a feeling of uncertainty. so they should be genuinely concerned if he is gunned down. overcoming Strength and recovery. Before firing. A Strength 3 character who had taken 4 Shock would have only 1 Shock after one research turn of rest. mark genuine Wounds with a W and knockouts with KO to differentiate between the type of injury. for example.DOCTOR WHO — TIME LORD APPENDIX 2: SAFE COMBAT Basic combat in TIME LORD makes no distinction between lethal blows and non-lethal blows. either as Wounds or Shock. because players will not know whether an attack against them is going to be lethal or just knock them out. 154 . Variable power blasters The flexibility of blasters as weapons can be increased by allowing them to inflict any amount of damage from 1 to their maximum. The character who applies his healing skills must decide whether his treatment will heal Shock or Wounds. In this way it is possible for a Dalek gun to deliver 1 to 8 Wounds or 1 to 8 Shock. could be used to make a knockout attack that inflicts 2 Shock. does not count towards death and no character can be killed by Shock damage: whether a character is considered lightly wounded. EFFECT OF SHOCK Shock acts as Wounds for the purposes of getting through armour. typically 6 to understand an Earth-built blaster or 8 to understand an alien one. Any blunt weapon. a blaster inflicts its maximum Wounds when set to kill and the same amount in Shock when set to stun. A fist attack that inflicts 2 Wounds. Instead of inflicting different amounts of Wounds when set to stun or kill. whether that blaster aimed at the Doctor is set to stun or set to kill: characters need the Doctor alive if they are to escape in the TARDIS. Referees should use safe combat to enhance the dramatic tension of an adventure. Any player who wants to make a knockout attack must tell the referee before resolving the attack (the referee does not have to tell the players whether attacks from referee characters are lethal or knockout!). The referee should decide before the game starts whether these rules will be applied. First Aid or Medicine can be used to heal Shock damage in the same way as such abilities are used to heal Wounds. The difficulty of understanding how to use a blaster is the Knowledge required to build such a device. it inflicts 8 Wounds when set to kill and 8 Shock when set to stun. OPTIONS The following options for safe combat are recommended to referees who wish to broaden the scope of blasters as weapons. usually inflicting 3 Wounds. natural weapon or blaster can be used to make knockout attacks. an attack with a blunt weapon.

Any blaster set to stun reduces the difficulty of hitting a target by 1 owing to the indiscriminate nature of the energy beam. If he succeeds. Power The power of energy weapons is finite and it is possible that they will run out through continued use.DOCTOR WHO — TIME LORD Broad beam stun Setting a blaster to stun diffuses the energy it emits. Jamie picks up a blaster from a fallen space marine and fires at his pursuers. To add to the uncertainty of using blasters. The referee decides the gun is half charged and gives it a charge rating of 10. The blaster runs out if the referee beats the difference between the number of turns the gun has been fired and the charge rating. each one should be assigned a charge rating: this is the difficulty of it running out of energy and can be any figure from 1 to 20. forcing them to take cover. especially when combined with group fire. 155 . the referee rolls the dice to try to beat a difference of 4. Jamie can fire without fear of the gun running out. Broad beam stun is particularly useful to enemies of the Doctor because it gives them a better chance of hitting him. the cumulative power ability reaches six. broadening the beam of energy emitted by the weapon. Each time the blaster is fired counts as a cumulative ability of 1 which is used to test whether the blaster runs out. For the first five action turns. the blaster runs out and Jamie must look for another weapon. On the sixth turn of firing.

Cybermen. however. It is primarily intended for fans of the DOCTOR WHO television series. Such a mechanic assumes that the players will choose the best character for the job — if they do so. not the accumulation of abstract numbers of points. At the time. The more I playtest the system. Besides. Out went character progression systems and character generation systems. many tables become redundant. Inspiration strikes writers and designers in the weirdest places. TIME LORD’s co-designer and an old friend and colleague. DOCTOR WHO hadn’t been grafted onto the rules. 2. like rolling dice and it is quite possible to play TIME LORD this way by always giving characters difficulties to beat that are greater than their abilities. On a scale of one to ten that embraces the minimum and maximum values in the universe. But beneath the simplicity is some cunning mathematics behind the odds of success. and the game was in danger of remaining a private system played by only one group of people. the rules had to be easy to understand. yet still be able to cope with the complex situations that role-players will inevitably hurl at the system. rules should be transparent to the players of a role-playing game. the odds of beating differences of 0. and who has curbed my wilder excesses — excesses that might have seen the porcelain vase of flowers among the deadliest hand to hand combat weapons in the universe! Both of us knew that if TIME LORD were to appeal to most DOCTOR WHO fans. Increasing a difficulty by one therefore has a marked effect on the odds of success. Ultimately. Mechanics that intrude on play are largely unwelcome except where rolling the dice creates dramatic tension — the points in an adventure where the players believe their plan depends on the success or failure of one person or gadget. Such omissions are quite deliberate! TIME LORD is intended to be easy to learn and easy to use. we saw an opportunity. rather than letting even the most cack-handed character have a go. There is also a noticeable famine of tables. whether it is a sabre wielded by a British light dragoon of the Napoleonic Wars or the two-handed broadsword of a medieval knight.DOCTOR WHO — TIME LORD APPENDIX 3: DESIGNER’S NOTES FOR ROLE-PLAYERS Experienced role-players have probably noticed that TIME LORD omits certain elements that are common to other role-playing games. 33%. Now. Gail Baker first provided the idea of levels of competence as a general game mechanic. But because TIME LORD uses one simple mechanic — beat the difference — consistently throughout the game. and those that exist are largely for the benefit of the referee. becomes the driving force of the game. Some people. I wanted to de-emphasize the role of combat in the game. 55%. some three years later. TIME LORD is reality. generated by the referee as well as the players. success will usually follow. it is also important that few if any Earth weapons should remotely endanger Daleks. No one has a chance of success if the difficulty is five or more higher than his appropriate ability. and perhaps one day may materialize in a volume called TIME LORD COMPANION. are described by type with limitations on their use. or any other warlike alien species. Gone. Conversely. quickly became involved in the project. one gun is very much like another. For the sake of stats fans. I have concentrated on providing only those tables that are essential to the running of the game. and a sword becomes simply a sword. Peter. Such details are for those people who master TIME LORD as it stands. We also wanted to encourage role-playing rather than rule-playing — the optimized rule-bending that sadly afflicts many role-playing games. not all of whom will be familiar with the way a role-playing game runs or works. 1. Weapons. but at the time I had no more idea of how to put them into effect than she did. It is Peter who ensured TIME LORD continued to head in the direction in which it was intended to go. Too many tables can be as much a disservice as too few. We hope to have erred on the side of description of characters and aliens rather than numbers. and to prevent a mad rush for calculators. But with US company FASA’s licence for a DOCTOR WHO roleplaying game set to expire. are details of specific weapons. which I chose to treat generically. Yet the idea of characters automatically being able to succeed at tasks they were competent to do appealed and was carefully placed in my mental filing cabinet. In the context of the DOCTOR WHO series. In practice it means characters will comfortably be able to do something at the limits of their abilities (a difficulty equal to the ability) and have an evens chance of succeeding at something one higher than their abilities. 3 and 4 are respectively 83%. Ideally. only the difficulties tables are needed to drive the system. of course. and the notion of the subtractive six-sided dice system that TIME LORD has put into practice was no exception: the place and time in question was leaving the steamy confines of a bathroom in mid-winter. by setting difficulties at levels below most of the characters’ abilities it is possible to play a game of TIME LORD without anyone but the referee rolling the dice — as near to a diceless role-playing system as I believe it is possible to get yet still presenting a viable rules structure that will settle arguments. so some compromises have had to be made. the happier I become with assumed levels of competence as a game mechanic: the story. therefore. 16% and 5%. because we believe the enjoyment of role-playing comes through doing. too. because a proliferation of tabular information cannot easily be absorbed. This decision is quite deliberate: anyone who is attempting a task whose difficulty is four higher than his ability is attempting virtually the impossible as it is given that the game assumes complete competence 156 .

they need to find either a way round the obstruction or someone to whom it is not impossible. say. TARDIS is clearly defined as Time And Relative Dimension In Space in An Unearthly Child and we have kept to this definition despite its frequent corruption to ‘Dimensions’. And far. none of which I’m glad to say has made it into TIME LORD. Look at the series and see how it works.DOCTOR WHO — TIME LORD at difficulties less than his ability. previously lost stories such as The Ice Warriors have somehow come our way. far earlier in time Mike Cule (as the third Doctor). in clusters of five and use the group fire rule. but it happens in the series. What matters is the speed at which unconscious characters recover. but the short lives of Katarina and Sara as well as the impressionable nature of Kamelion make them unsuitable as player 157 . as accurate as the television series itself. It is also perfectly possible for two lines of enemy soldiers to fire at each other at only short range and miss. Those role-players who believe characters should always have a chance of success should remember that most companions in TIME LORD are no more than ordinary people. and that ordinary people often have no chance of success. All the information about the Doctors. or by forgoing group fire. for the sake of providing information that players will surely ask. too. It is perfectly possible in TIME LORD for two opponents to knock each other out at the same time in hand to hand combat. Jamie Thomson (the spider-infested Captain Jameson) and James Wallis (Vicki). the Trojan slave girl. Together. it reflects what happens in the television series. TIME LORD. Again it sounds ludicrous. these creatures become the deadly aliens they occasionally appear to be. To my mind the game works best when the safe combat rules in Appendix Two are added. but it takes playtesting to check whether the rules work in practice. Life. therefore. not real life. Mark Pawelek (James Wallis). Should the characters confront the impossible. Simultaneous combat means the players must trust the referee not to take advantage of their situation — and a reasonably competent referee doesn’t need to — but it also cuts down on bookkeeping. Marc Gascoigne. not heroes. Dave Morris. Patrick Troughton and Jon Pertwee and it is perhaps inevitable that our strongest impressions come from these eras. It also conveys the spirit of script immunity that so many of the Doctor’s companions desperately need. Ludicrous as it sounds. may be contrary to popular belief or modern usage. TIME LORD is primarily designed as an effect game: its intention is to recreate the effects of the DOCTOR WHO universe. Murray Writtle and Emma Sansone whose own rule systems have given me much to think about and digest before I dared write my own. as well as testing them almost to destruction. Paul Mason (Steven Taylor). aliens and enemies is taken from the series. security agent Sara Kingdom and the shapechanging robot Kamelion. In some cases. we have invented tiny pieces of history: true aficionados will doubtless have fun wheedling them out. Theory is all very well. Thus it is that we chose to detail the Cybermen that confronted the second Doctor — the time we believe they were at their scariest. Paul Mason (yet again!). FOR DOCTOR WHO FANS Many fans will probably be wondering how accurate is TIME LORD. being able to put down an opponent and yet not reveal whether a blaster was set to kill or stun serves to increase the tension in the game. In combination with the referee’s tools of decision and difficulties. and so you will find Brigadier Lethbridge Stewart instead of his hyphenated modern-day equivalent. nowhere does this effect show more than in TIME LORD’s rules for combat. is a rule book and must impose some sense of authority. quite simply. Some information. Peter and I have watched almost every surviving episode of the programme — our notes alone are equivalent to another volume the size of TIME LORD! Even precious. If there has been more than one version of something in the series. which I regard as the only accurate source of official information. Peter and I have chosen whatever is best for game play. If he chooses to keep the Daleks. We apologize to fans for these characters’ absence. Sharp-eyed fans will have noticed the absence of three characters sometimes considered companions of the Doctor and whom we regard as only supporting characters: Katarina. Although I have said combat is not the main purpose of the game. The referee has a most useful tool here: the group fire rule. By choosing to shoot individually at a separate target. the average Dalek hasn’t a hope of hitting the Doctor or his companions provided that the characters dodge. The spellings of names have been taken from the programme credits on screen. Our own bias will surely show as well: the Doctors of our childhood were played by William Hartnell. and the DOCTOR WHO television series frequently demonstrate this fact. Patrick deserves special mention for reading and criticizing an early draft of the rules. however. Dave Morris (the first Doctor). Thanks too must go to Pete Tamlyn. Paul Mason (as Sergeant Benton) and Rachel Hopkins (as Liz) tested a very different system. It is partly the reason why I opted for simultaneous combat rather than an initiative based system. My playtesters (and the characters they played) were Patrick Brady (himself). And here the referee can assure the speedy dispatch of unimportant referee characters simply by assuming they do not dodge. The answer is. the universe. Only by accident has anything crept in from the novelizations or Jean-Marc Lofficier’s virtually indispensable reference works. companions.

comedy. My undying thanks go to Richard Devlin and the network of fans who have kept available one of the finest science fiction series to appear on television. horror and science fiction the series has encompassed over the years. But most of all it has shown us what a strong team the first Doctor has when the programme first started. Researching the programme has shown the strengths and weaknesses of all the Doctors and his companions. It has also created a strong attachment to all of them. But we have heeded the polls and included most of the popular monsters. June 1991 158 . the number of aliens and villains has been limited by the space available: alone they are worthy of a separate book. the accuracy of this book would have been in doubt.DOCTOR WHO — TIME LORD characters. Kamelion — who is no more than a cipher — is limited in his potential. and what a fine mix of drama. Ian Marsh Putney. Similarly. Perhaps this accounts for DOCTOR WHO’s longevity. Spread the word. even as a referee character. besides indulging ourselves. Without you.


TIME LORD originally presented only scanty guidelines on creating companions to adventure with the Doctor, for two good reasons. First, for a beginner’s role-playing game it seemed advisable to present characters that could be quickly given out ready for play; character creation can rather get in the way of welcoming newcomers to what is a rather unusual pastime. Second, the whole prospect of designing a comprehensive character generation system for Time Lords as a race, human companions and sundry aliens and robots was rather daunting and threatened to consume too much space in the book. Such a system might also be rather complicated for a newcomer to role-playing to understand. A third, and not so good reason, was that as the author of the rules system, I hadn’t much idea how to go about it! I believe I have already said that inspiration strikes in the strangest places. Well, it has happened again, and now you will all know what thoughts disturb the mind of one commuter as he contemplates wind-swept Earlsfield station in the early morning. One obstacle to the character creation system is that I wanted to use the consistent dice-rolling mechanism of the whole game in some way. Uniform systems are all very well, but they can also be a pain in the game designer’s neck! None the less, the dice are used to provide a variable element for each character. The final note I have to say about character creation is that companions are not superheroes. Although some of them may be quite competent in certain areas, in general a companion is just an ordinary person who has found himself or herself caught up in the Doctor’s adventures. This character creation system is intended to create such ordinary, human companions to accompany one of the existing Doctors; it has no ambition to be anything else.

There are two ways of shaping a character. First, you can imagine a person, his background, how he will react to certain circumstances, and his likes and loathings and then tailor the numbers to fit this concept. Second, you can work out all the numerical information, assign common abilities and pick special abilities, using such gamerelated material to help envisage the character as a person. Either way is satisfactory. If you are stuck for ideas, try modelling a companion on one of your friends or a well-known actor. As a player you have a free choice whether your companion is young or old, male or female, and which time period the character belongs to — there are no rules here to help you decide these factors! The only limit is that the character must be human and of Earth origin (descendants of space colonies are all right, too).

Each player starts with a number of points with which, in effect, he buys the character’s skills. As the procedure involves juggling numbers, a pencil and paper will prove handy to make notes before filling in a proper character sheet. A pack of cards may prove useful, as will be explained later.

Creating a character
Each character starts with eight abilities at 3, four abilities at 2 and eight abilities at 1. In addition, the character gains anything from zero to twenty 1-point abilities decided by the roll of the dice. These additional abilities are calculated by rolling a pair of six-sided dice four times and summing the differences of each roll — for each roll of the dice, therefore, the character gains from zero to five 1-point abilities. The result on the dice is read the same way as in the TIME LORD rules — and similarly, rolling a big difference each time is best. The best possible combination, therefore, after the dice have been rolled is a character with eight 3-point abilities, four 2-point abilities and twenty-eight 1-point abilities (the worst leaves him with only the basic eight 1-point abilities). These values are then assigned to the character subject to the rules regarding combination and limitations. The player must assign values to each of the eight main abilities, and can spend the rest as he likes on the special abilities listed in the rule book. It is highly recommended that characters who opt for low Strength acquire the Cheat Death ability at 2 points if they have Strength 3 and at 1 point if they have Strength 4.

Combining abilities
Any ability can be combined with another ability of the same value to obtain a single ability that is one higher in value. But a high value ability can never be broken down into a lower value ability. Thus, two 2-point abilities can be combined to yield one 3-point ability, but a 3-point ability cannot be broken down into two 2-point abilities. In effect it costs thirty-two 1-point abilities to gain one 6-point ability, sixteen 1-point abilities to gain one 5-point


DOCTOR WHO — TIME LORD Table 13: Minimum and maximum abilities for human companions Ability Strength Control Size Weight Move Knowledge Determination Awareness Minimum 2 2 2 3 1 2 1 1 Maximum 5 6 5 4 4 6 6 6 Notes 2 = child, 5 = strongman 2 = klutz, 6 = daredevil acrobat 2 = a giant, 5= a child or dwarf 3 = small adult, 4 = large adult 1 = crippled, 4 = sprinter 2 = primitive, 6 = genius 1 = subservient, 6 = obsessive 1 = not in tune with surroundings, 6 = sensitive to surroundings

ability, eight 1-point abilities to gain one 4-point ability, four 1-point abilities to gain a 3-point ability and two 1-point abilities to gain a 2-point ability (most cost-effective!). Thus a 3-point ability is affordable and within the reach of most characters, but to gain several 4-pointers requires careful budgeting. The best approach is to ensure the eight common abilities have values of 3 or 4, perhaps with one 5, and to enhance these with well-chosen special abilities. This way a character can get a total ability of 6 cheaply through using two 3-point abilities (a cost of eight 1-point abilities instead of thirty-two); the downside is a low general value in the appropriate common ability.

A value must be assigned to each of the eight common abilities — Strength, Control, Size, Weight, Move, Knowledge, Determination and Awareness — subject to the minimum and maximum possible values for a human companion given in Table 13. Certain values will very much shape the appearance and possible background of a character. A character with Size 5 is either a child, and must select his other background skills appropriately, or a dwarf; the character cannot be imagined as resembling an average adult human. Referees should look for such potential discrepancies in generated characters and advise the player accordingly. In addition, special abilities may not be greater in value than the governing main ability: a character with a Control of 3 cannot have a Marksmanship of 4; the maximum ability he can have is Marksmanship 3. To obtain a total ability of 7 the character must have Control 4 and Marksmanship 3.

Players with access to a number of packs of playing cards can use them to keep track of their changes in ability — about four packs will be necessary. Issue the player with cards whose numeric value is equal to the abilities of the character, using court cards as ones if there is a shortage of aces. Thus a basic character will get eight threes, four twos and eight aces. Each time the player wishes to combine two abilities, he hands the referee two equal cards and receives one higher value card in exchange: filling in the character sheet is then a simple matter of comparing remaining cards with spaces on the sheet. The referee is also completely in control of the bookkeeping, eliminating any ‘creative accountancy’ on the part of the player.

Characters start with a set of clothing and nothing else. They may, however, trade in abilities to secure equipment. None is a particularly cost-effective purchase, but then money is of no real use to most of the companions and they will be hard-pressed to find shops on places such as Metebelis 3. Abilities can also be spent to buy status, such as rank within an organization like UNIT (organizations may also require purchasing of a pass, representing membership and security vetting).

1-point ability
This will secure a trivial item of no apparent worth, or a common, everyday item for the character’s time period. Examples: a pocketful of loose change, a plain metal ring, golden star of mathematical excellence, walking stick or umbrella, a set of house keys, cricket ball, string, bag of jelly babies, pen knife.


DOCTOR WHO — TIME LORD 2-point ability
This secures a useful item of some worth. Examples: skeleton keys, hunting knife, gold jewellery, binoculars, mobile telephone, transistor radio.

3-point ability
This secures an item of notable worth or a low position of authority. Examples: hand-to-hand weapons such as a sword or mace, primitive missile weapons such as a bow, unreliable firearms such as muzzle-loading pistols and muskets, partial armour or a shield, rank of sergeant.

4-point ability
This will secure a valuable item or a position of moderate responsibility. Examples: security pass for a secret service or UNIT, reliable guns, full armour, motorized transport, rank of captain.

5-point ability
This will secure an exceptionally valuable item or a position of power. Examples: technological device of equivalent ability to the sonic screwdriver, national head of UNIT, presidency, membership of the royal family. Referees might also like to invent special devices that characters can own, for example:

Infallible firearm (5-point ability)
A revolver, automatic pistol or laser pistol that always begins any new adventure with a full magazine or charge. This makes the weapon far more attractive than the run-down or partly empty guns that characters may be forced to use in the course of an adventure.

Bullet-proof pocketwatch (4-point ability)
A one-use item that automatically stops the first bullet to strike the front of the character; the watch is destroyed in the process.

A character need not be generated using all his abilities; some may be held unspent to gain an appropriate skill when the player needs. This helps reflect an inherent talent for a subject that the character has never tackled before.

TIME LORD characters should advance their skills only slowly as gaining even one point in an ability represents a great leap in skill. To this end, at the end of each adventure, a player may make one roll of the dice to increase one of his character’s abilities by one point. If the player chooses not to roll the dice at the end of one adventure, it increases his chance of learning at the end of a subsequent adventure. The basic object is to beat the difference between the number of adventures a character has gone without making an experience roll and the desired total ability.

Patrick has Knowledge 4 and wishes to learn Cybernetics 1 after a close call with the Cybermen and a number of robots in his first adventure. He must therefore beat a difference of 4 to learn the ability (desired total ability for Cybernetics equals 5). If he waited until the end of his second adventure, he would need to beat a difference of 3.
After a player makes an experience roll, regardless of whether it succeeds or fails, the number of adventures resets to zero. Each time a character successfully makes an experience roll, the difficulty to make the next roll increases by 1. This penalty is cumulative.

Assuming Patrick gained Cybernetics 1 after one adventure and then wished to gain Cybernetics 2 after a subsequent adventure, a penalty of 1 would be added to the total desired ability. The total desired ability would be 6, but the penalty raises it so the difficulty becomes 7. He would need to complete three more adventures to have a chance at gaining Cybernetics 2, at which point he would need to beat a difference of 4. If he succeeded at this and wished to progress to Cybernetics 3, he would incur a penalty of 2, making the base difficulty 9 and requiring the completion of five more adventures before a roll could be made.
At all times the referee decides when an adventure concludes and an experience roll can be made. A character may never improve more than one ability whenever he earns an increase. Also, the eight common abilities may never be increased; only special abilities may be gained or increased.


she combines twice to give a Knowledge of 5 (four 3-point abilities = two 4-point abilities = one 5-point ability. Bench-thumping 2 Size: 3 Weight: 3 Move: 4. Move: 4. Mechanics 1. Cheat Death 2 Control: 3. SAMPLE CHARACTER: SIMONE Simone starts with eight 3-point abilities. she assigns values of 3 to Control. and the experience gained. Weight and Determination. Weight: 3. Engineering 1 Determination: 3 Awareness: 3 Simone starts only with the clothes she wears. generating differences of 0. a value of 2 to Strength and a value of 1 to Awareness. On reflection. Mechanics 1 and Engineering 1. The general intention of these rules is to allow characters to pick up one or two abilities that may be useful as they become more experienced with role-playing and TIME LORD in particular. To start. Her final abilities are: Strength: 2. She is left with eleven 1-point abilities. the referee should increase the difficulty of succeeding at the experience roll. The four remaining 3-point abilities. and elects to take the special abilities of Cheat Death 2. and combines the remaining three 1-point abilities with it to give Awareness 3. Her abilities currently are as follows: Strength: 2. Control: 3. Awareness: 1. gaining her six extra 1-point abilities (giving a total of fourteen 1-point abilities). Size: 3. Determination: 3.DOCTOR WHO — TIME LORD The experience roll assumes that a player is attempting to increase an ability which was appropriate to one of his adventures. Heaven help the Doctor when she gets loose in the TARDIS! 162 . The referee should keep a log of attempts made or failed. Driving 2. 1. she believes her Awareness to be too low. She must still assign a value to Move. Size. 3 and 2. She rolls the dice. four 2-point abilities and eight 1-point abilities. Bench-thumping 2. which in turn is combined with the remaining three 2-point abilities to give one 4-point ability. if it is not appropriate. Driving 2 Knowledge: 5. She envisages her character as an enthusiastic car mechanic who loves tinkering. Knowledge: 5. so she combines two 1-point abilities to give a two-point ability.

DOCTOR WHO — TIME LORD CHARACTER SHEET NAME PERSONAL Species Home planet Native time Age Sex Description ABILITIES Strength Determination EQUIPMENT Control Knowledge WOUNDS Weight Size Awareness COMBAT Move Attack Parry Attack Basic Defence Evade Dodge 163 .

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